Changes for page Mission Director Guide
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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 - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Daniel1 +xwiki:XWiki.Owen - Tags
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... ... @@ -1,93 +1,66 @@ 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}} 65 - 66 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 67 - 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. 70 - 71 - 72 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 73 - 74 - 75 -(% id="md-script-structure" %) 76 - 77 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 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. 80 - 81 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this: 82 - 83 83 {{code language="xml"}} 84 84 <?xml version="1.0" encoding="utf-8"?> 85 85 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 86 86 {{/code}} 87 87 88 - (% 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.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. 89 89 90 - (% 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:63 +The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 91 91 92 92 {{code language="xml"}} 93 93 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -101,36 +101,25 @@ 101 101 </mdscript> 102 102 {{/code}} 103 103 104 - (% style="color:rgb(0,0,0);text-decoration:none;" %)┬á77 +== Cues == 105 105 106 - (%id="categorybroken_macroanchorcues"%)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. 107 107 108 - ==(% style="color:rgb(0,0,0);text-decoration:none;" %)Cues(%%) ==81 +A cue can have the following states: 109 109 110 -(% 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. 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. 111 111 112 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 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. 113 113 114 -* **(% 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. 115 -* **(% 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. 116 -* **(% 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. 117 -\\ 118 -* **(% 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. 119 -* **(% 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. 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}} 120 120 121 - (%style="color:rgb(0,0,0);text-decoration:none;" %)94 +This is how a cue node looks like: 122 122 123 - 124 -{{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 /> 125 -</span>"/}} 126 - 127 - 128 - 129 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 130 - 131 - 132 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 133 - 134 134 {{code language="xml"}} 135 135 <cue name="CueName"> 136 136 <conditions> [...] ... ... @@ -143,23 +143,18 @@ 143 143 </cue> 144 144 {{/code}} 145 145 146 - (% 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. 147 147 148 - (% style="color:rgb(0,0,0);text-decoration:none;" %)110 +== Conditions == 149 149 112 +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. 150 150 151 - (%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. 152 152 153 - ==(%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. 154 154 155 - (% 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: 156 156 157 -**(% 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. 158 - 159 -**(% 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 object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ 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. 160 - 161 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 162 - 163 163 {{code language="xml"}} 164 164 <conditions> 165 165 <event_object_destroyed object="$target"/> ... ... @@ -166,7 +166,7 @@ 166 166 </conditions> 167 167 {{/code}} 168 168 169 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check:126 +Example for an event condition with an additional (non-event) check: 170 170 171 171 {{code language="xml"}} 172 172 <conditions> ... ... @@ -175,7 +175,7 @@ 175 175 </conditions> 176 176 {{/code}} 177 177 178 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check:135 +Example for an event condition with two alternative events and a common additional check: 179 179 180 180 {{code language="xml"}} 181 181 <conditions> ... ... @@ -190,1087 +190,1074 @@ 190 190 </conditions> 191 191 {{/code}} 192 192 193 - (% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below.150 +For more information about expressions and event parameters, see below. 194 194 195 -** (% 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;" %) canbe 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.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. 196 196 197 - (% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes(%%)//**(% 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;" %).154 +If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 198 198 199 -* 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). 200 -\\ 201 -* (% 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. 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). 202 202 203 - (%style="color:rgb(0,0,0);text-decoration: none;" %)Additionally, you canusetheattribute(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)checktime(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %) to set the time of the firstcondition check(alsopossibleincombination with (%%)//(% style="color:rgb(0,0,0);text-decoration: none;"%)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration:none;" %)checktime//can be an expressionwithvariablesand isevaluated whenthecueisenabled (whentheconditionchecks wouldnormallystartΓÇô for root cues that happensat gamestart, otherwiseaftertheparentcue becomes active).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. 204 204 205 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Examples: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 - for root cues that happens at game start, otherwise after the parent cue becomes active). 206 206 207 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after gamestart.162 +Examples: 208 208 209 - {{code}}<cue┬áname="Foo"┬áchecktime="1h"┬ácheckinterval="5s">┬á<conditions>┬á[...]</cue>{{/code}}164 +Check conditions every 5 seconds, but start checking only 1 hour after game start. 210 210 211 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 166 +{{code language="xml"}} 167 +<cue name="Foo" checktime="1h" checkinterval="5s"> 168 + <conditions> 169 + [...] 170 +</cue> 171 +{{/code}} 212 212 213 - {{code}}<cue┬áname="Foo"┬áchecktime="player.age+ 3s"┬áonfail="cancel">┬á<conditions>┬á[...]</cue>{{/code}}173 +Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 214 214 215 -(% 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. 175 +{{code language="xml"}} 176 +<cue name="Foo" checktime="player.age + 3s" onfail="cancel"> 177 + <conditions> 178 + [...] 179 +</cue> 180 +{{/code}} 216 216 217 - \\182 +The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 218 218 184 +{{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}} 219 219 189 +== Actions == 220 220 221 - {{notebody="Reminder:WhenusinganXSD-capable editor,it'sagreatlp,butyoucannotrelyonhat alonetoverify correctness.Pleasealsocheckthedocumentationand lookforerrors inthegame debugoutput.Concretely,theschemacannot tellwhether the abovecue attributes are used correctly."/}}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>: 222 222 193 +{{code language="xml"}} 194 +<delay min="10s" max="30s"/> 195 +{{/code}} 223 223 197 +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: 224 224 225 -\\ 199 +{{code language="xml"}} 200 +<event_cue_completed cue="parent"/> 201 +{{/code}} 226 226 227 - (%id="actions"%)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. 228 228 229 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Actions(%%)==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>. 230 230 231 - (% style="color: rgb(0,0,0);text-decoration:none;" %)The <actions> nodecontains theactionsthat are performed oneafteranother,without any delay inbetween. You can enforcea delayafter activationof the cueandactual action performance, using a <delay> node right before the <actions>:207 +Example, which selects one of the three texts randomly: 232 232 233 -{{code}}<delay┬ámin="10s"┬ámax="30s"/>{{/code}} 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}} 234 234 235 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 219 +{{info}} 220 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]] 221 +{{/info}} 236 236 237 - {{code}}<event_cue_completed┬ácue="parent"/>{{/code}}223 +Script debug output 238 238 239 - (%style="color: rgb(0,0,0);text-decoration:none;"%)<actions>is optional.Leavingitout maybeusefulifyou only wantto enablesub-cuesafterthecueΓÇÖs conditioncheck.The state transitionfromactive tocompletewill stilltakethe <delay>node intoaccount.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. 240 240 241 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Note that the MD scriptlanguage isnotdesigned as a programminglanguage. Theactions areperformed insequence,although theycan beested toformmorecomplexstructures.Loopsand conditionalsexist tosome extent, but not necessarilyinsense that a programmermightexpect. Analogously to<check_all>and<check_any>, you canuse(%%)**(% style="color: rgb(0,0,0);text-decoration:none;"%)<do_all>(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %)to perform allthetainedsub-nodeactions,and(%%)**(% style="color:rgb(0,0,0);text-decoration:none;"%)<do_any>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %)to performonlyoneofthem.<do_all> isparticularlyusefulwhenstedin a<do_any>.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. 242 242 243 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Example, whichselectsone ofthethreetextsrandomly: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. 244 244 245 - {{code}}<actions>┬á<do_any>┬á┬á<debug_text┬átext="'Helloworld'"/>┬á┬á<debug_text┬átext="'Welcome tothe MD'"/>┬á┬á<debug_text┬átext="'Andnowfor somethingcompletelydifferent'"/>┬á</do_any><actions>{{/code}}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. 246 246 247 - {{note body="<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter isenabled, see [[NULL|Script debug output]].</span>"/}}233 += Libraries = 248 248 235 +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. 249 249 237 +{{info}} 238 +The syntax of libraries is considerably different from the syntax in the MD of X3TC. 239 +{{/info}} 250 250 251 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 252 252 253 - (% 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 completestheenclosedaction(s) onlyif oneprovided value isnon-null ortchesanother. Directly aftera <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;" %) nodestoperform additional checksonly in casetheprevious conditions wereot met.The node (%%)**(% style="color:rgb(0,0,0);text-decoration:none;"%)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)can beuseddirectlyaftera <do_if> or a <do_elseif>. Itisexecuted only ifnone of theconditions aremet.242 +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: 254 254 255 -**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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. 244 +{{code language="xml"}} 245 +<library name="LibFoo" checktime="1h" checkinterval="5s"> 246 + <conditions> 247 + [...] 248 +</library> 249 +{{/code}} 256 256 257 - (% style="color: rgb(0,0,0);text-decoration:none;"%)Everyactioncanhavea(%%)//**(% style="color:rgb(0,0,0);text-decoration:none;"%)chance(%%)**//(%style="color:rgb(0,0,0);text-decoration:none;" %)attribute,ifyouonlywantittobeperformedwiththatchance,givenas percentage.Otherwiseitwill simplybeskipped. Ifchanceisusedonaconditionalactionsuch as <do_if>,the scriptwill behaveasifthe condition checkfailed.251 +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. 258 258 259 - (%style="color:rgb(0,0,0);text-decoration: none;"%)253 +To use a library, use the attribute ref: 260 260 255 +{{code language="xml"}} 256 +<cue name="Foo" ref="LibFoo"/> 257 +{{/code}} 261 261 262 - (%style="color:rgb(0,0,0);text-decoration:none;"%)┬á259 +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: 263 263 264 -(% id="libraries" %) 261 +{{code language="xml"}} 262 +<cue name="Foo" ref="md.ScriptName.LibFoo"/> 263 +{{/code}} 265 265 266 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Libraries(%%)=265 +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.) 267 267 268 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Librariesare cueswhicharenotcreateddirectlybutonly serveastemplates forothercues.This allows formodularisation,soyoucanre-uselibrarycues inmanydifferentmissions.267 +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! 269 269 270 - {{note body="<spanstyle=~"color:rgb(0,0,0);~">The syntaxoflibraries is considerablydifferentfromthesyntaxin theMDofX3TC.</span>"/}}269 +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: 271 271 271 +{{code language="xml"}} 272 +<cue name="Foo" ref="LibFoo"/> 273 +<cue name="Bar" ref="LibFoo"/> 272 272 275 +<library name="LibFoo"> 276 + <actions> 277 + <cancel_cue cue="this"/> 278 + <cancel_cue cue="LibFoo"/> 279 + <cancel_cue cue="Foo"/> 280 + <cancel_cue cue="Baz"/> 281 + <cancel_cue cue="md.Script.Foo"/> 282 + <cancel_cue cue="md.Script.LibFoo"/> 283 + <cancel_cue cue="md.Script.Baz"/> 284 + </actions> 285 + <cues> 286 + <cue name="Baz"> [...] 287 + </cues> 288 +</library> 289 +{{/code}} 273 273 274 -(% 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: 291 +{{warning}} 292 +These examples are definitely **__not__ **examples of good scripting style. 293 +{{/warning}} 275 275 276 - {{code}}<library┬áname="LibFoo"┬áchecktime="1h"┬ácheckinterval="5s">┬á<conditions>┬á[...]</library>{{/code}}295 +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. 277 277 278 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Although it iscalled library, itΓÇÖs basically just a cue that doesnΓÇÖt 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.297 +Notes: 279 279 280 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 299 +* 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). 300 +* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 301 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 281 281 282 - {{code}}<cue┬áname="Foo"┬áref="LibFoo"/>{{/code}}303 +== Library Parameters == 283 283 284 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Thiswillcreate acuewiththe nameFoo thatbehavesjustlikethelibrary cueLibFoo.Inthis example,LibFoo hastobea libraryinthe same MD scriptfile.To use abrary LibFoo from anotherscript,you haveto qualifyitwith the scriptname,usingthe(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)md(%%)**(%style="color:rgb(0,0,0);text-decoration: none;"%)prefix:305 +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. 285 285 286 - {{code}}<cue┬áname="Foo"┬áref="md.ScriptName.LibFoo"/>{{/code}}307 +Parameters are defined like this: 287 287 288 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%)) 309 +{{code language="xml"}} 310 +<library name="Lib" onfail="cancel"> 311 + <params> 312 + <param name="foo"/> 313 + <param name="bar" default="42"/> 314 + <param name="baz" default="player.age"/> 315 + </params> 316 + [...] 317 +</library> 318 +{{/code}} 289 289 290 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Alsoallsub-cuesofthelibrarywillbe created assub-cuesofthecue that usesit.Theyare definedlibrary as <cue>, nots <library>. (Although you can definea libraryasa sub-cueofanotherlibrary, thelocationin thefile doesnotmatter,as already statedabove.) Itisevenpossibleto referenceotherlibrariesinsub-cuesof a library!320 +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: 291 291 292 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 322 +{{code language="xml"}} 323 +<cue name="Foo" ref="Lib"> 324 + <param name="foo" value="race.argon"/> 325 + <param name="bar" value="0"/> 326 +</cue> 327 +{{/code}} 293 293 294 - {{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 <!-- CancelsthecuereferencingLibFoo-->┬á ┬á <cancel_cue┬ácue="LibFoo"/>┬á┬á┬á┬á┬á ┬á ┬á <!-- Cancelsthe cuereferencingLibFoo -->┬á ┬á <cancel_cue┬ácue="Foo"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- Error,Foonotfoundin library -->┬á┬á <cancel_cue┬ácue="Baz"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- CancelsBaz in thereferencingcue-->┬á ┬á <cancel_cue┬ácue="md.Script.Foo"/>┬á┬á┬á <!-- CancelsFoo-->┬á┬á<cancel_cue┬ácue="md.Script.LibFoo"/>┬á<!--Error,tryingtocancellibrary-->┬á ┬á <cancel_cue┬ácue="md.Script.Baz"/>┬á┬á┬á <!-- Error,trying to cancellibrarysub-cue-->┬á</actions>┬á<cues>┬á┬á <cue┬áname="Baz">[...]┬á<!-- Sub-cueis createdinall cuesreferencingLibFoo-->┬á </cues></library>{{/code}}329 +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 '$' prefix. In the example above, the variables $foo, $bar, and $baz would be created. 295 295 296 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 331 +{{code language="xml"}} 332 +<library name="Lib"> 333 + <params> 334 + <param name="foo"/> 335 + </params> 336 + <actions> 337 + <debug_text text="$foo"/> 338 + </actions> 339 +</library> 340 +{{/code}} 297 297 342 +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. 298 298 344 += Instantiation = 299 299 300 -(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt 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. 346 +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.** 347 +\\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. 348 +\\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. 301 301 302 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Notes:350 +== Cleaning up instances explicitly == 303 303 304 -* (% 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). 305 -* (% 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! 306 -** (% 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. 352 +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. 307 307 308 -(% id="library-parameters" %) 354 +{{info}} 355 +<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. 356 +{{/info}} 309 309 310 -== (%style="color:rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%)==358 +== Access to instances == 311 311 312 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 360 +{{info}} 361 +This sub-section requires basic knowledge of script expressions. 362 +{{/info}} 313 313 314 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Parametersaredefined like this:364 +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. 315 315 316 - {{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}}366 +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. 317 317 318 - (% style="color: rgb(0,0,0);text-decoration:none;" %)Ifadefaultvalueissupplied,theparameteris regardedasoptional,otherwise itΓÇÖsrequired.When providingtheactualparametersin areferencingcue,notethatthere is no<params>node:368 +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. 319 319 320 - {{code}}<cue┬áname="Foo"┬áref="Lib">┬á<param┬áname="foo"┬ávalue="race.argon"/>┬á<param┬áname="bar"┬ávalue="0"/></cue>{{/code}}370 +Example chart: 321 321 322 - (% style="color: rgb(0,0,0);text-decoration:none;" %)The values (including defaultvalues)canbe variable expressions andwill be evaluatedwhenthe cue is enabled, i.e. when itstartscheckingthe conditions. They will beavailabletothe cue as variables, using the parametername with a ΓÇÿ$ΓÇÖ prefix.Inhe example above,the variables $foo, $bar, and $baz would be created.372 +[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 323 323 324 - {{code}}<library┬áname="Lib">┬á<params>┬á┬á <param┬áname="foo"/>┬á</params>┬á <actions>┬á┬á<debug_text┬átext="$foo"/>┬á</actions></library>{{/code}}374 +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. 325 325 326 - (% 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 library cue with astandardised name, e.g. $result. Theuser will beableto readit via CueName.$result. This variable doesnot have to be defined asa parameter but should be documented in the library.376 +Example situations: 327 327 328 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 378 +* In the static tree: Cue names in expressions are always resolved to the static cues. 379 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 380 +* 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. 381 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 382 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 383 +* 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. 329 329 385 +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. 330 330 331 - (%style="color:rgb(0,0,0);text-decoration:none;"%)┬á387 +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. 332 332 333 - (%id="instantiation"%)389 +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).** 334 334 335 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Instantiation(%%)=391 +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.) 336 336 337 - (% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color:rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). Ifyou set it to true, this changes what happens when a cue's conditions are 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's actions are run (taking a delay node into account) and the cue is marked 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 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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again.393 +== Pitfalls == 338 338 339 - (% style="color: rgb(0,0,0);text-decoration:none;" %)An instantiating cue shouldonly be usedwith conditions that are onlygoing to bemetonce(or afairlylimited number of times),orwithconditionsthat includean eventcondition.Instantiationshould (% style="color: rgb(0,0,0);text-decoration: underline;"%)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, justdependson thegame time being greaterthan a specific value as this willresultinacopyof the cuebeingmade 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.395 +Some additional common pitfalls with respect to instantiation are listed here. There may be more. 340 340 341 - (%style="color: rgb(0,0,0);text-decoration: none;" %)Instancesthatarecreated via (%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called**instantiatedcues**. But sub-cues ofinstancesare alsoinstances ((%%)**(% style="color: rgb(0,0,0);text-decoration:none;"%)sub-instances(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %)) -theyarecreatedwhentheyenterthewaitingstate. An instanceismovedagain(thereby freeing itsmemory)when it is complete or cancelled,and whenallits instance sub-cueshave been removed before.The simplestcase is an instantiatingcuewithnosub-cues: The instance iscreated, the actionsare performed,and the instance is removedimmediatelyoncompletion. A pitfallcould be an instancewitha sub-cuethatisforeverinthewaitingstate (e.g. waiting for an event from an already destroyed object).It can never be removed, soyou should clean up such a cue yourself, e.g. by cancelling it explicitly.397 +* **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: 342 342 343 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 399 +{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}} 400 +It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 401 +{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 344 344 403 +* **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. 404 +* **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. 345 345 346 - (% id="cleaning-up-instances-explicitly"%)406 += Expressions = 347 347 348 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Cleaning up instances explicitly(%%) ==408 +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:** 349 349 350 -(% 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. 410 +* {{code language="xml"}}0{{/code}} (integer number) 411 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 412 +* {{code language="xml"}}3.14159{{/code}} (floating point number) 413 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 414 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 351 351 352 -{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><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 ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}} 416 +{{info}} 417 +Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 418 +{{/info}} 353 353 420 +You can write string literals by putting the string in single quotes: 354 354 422 +* {{code language="xml"}}'Hello world'{{/code}} 423 +* {{code language="xml"}}''{{/code}} (empty string) 424 +* {{code language="xml"}}'String with a line break\n'{{/code}} 355 355 356 -(% id="access-to-instances" %) 426 +{{info}} 427 +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 ''' 428 +''' for the backslash itself. 429 +{{/info}} 357 357 358 -== (% style="color:rgb(0,0,0);text-decoration:none;" %)Accessto instances(%%)==431 +== Numeric data types and suffixes == 359 359 433 +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: 360 360 435 +* {{code language="xml"}}5000000000L{{/code}} (large integer) 436 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 437 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 438 +* {{code language="xml"}}500m{{/code}} (Length in metres) 439 +* {{code language="xml"}}10s{{/code}} (Time in seconds) 440 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 361 361 362 - {{notebody="<span style=~"color:rgb(0,0,0);text-decoration:none;~">This sub-sectionrequiresbasic knowledgeof [[NULL|script expressions]].</span>"/}}442 +A space between number and suffix is allowed. 363 363 444 +Here is the complete list of numeric data types and corresponding unit suffixes: 364 364 365 - 366 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 367 - 368 -(% 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. 369 - 370 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 371 - 372 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 373 - 374 -(% 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]] 375 - 376 - 377 -(% 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. 378 - 379 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 380 - 381 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 382 -* (% 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). 383 -* (% 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. 384 -* (% 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) 385 -* (% 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. 386 -* (% 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. 387 - 388 -(% 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. 389 - 390 -(% 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. 391 - 392 -(% 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).(%%)** 393 - 394 -(% 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.) 395 - 396 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 397 - 398 - 399 -(% id="pitfalls" %) 400 - 401 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 402 - 403 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 404 - 405 -* **(% 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: 406 -\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 407 -\\(% 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: 408 -\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 409 -* **(% 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. 410 -* **(% 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. 411 - 412 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 413 - 414 -(% id="categorybroken_macroanchorexpressions" %) 415 - 416 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 417 - 418 -(% 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;" %) 419 - 420 - 421 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 422 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 423 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 424 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 425 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 426 - 427 - 428 - 429 -{{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>"/}} 430 - 431 - 432 - 433 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 434 - 435 -* {{code}}'Hello world'{{/code}} 436 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 437 -* {{code}}'String with a line break\n'{{/code}} 438 - 439 - 440 - 441 -{{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>"/}} 442 - 443 - 444 - 445 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 446 - 447 - 448 -(% id="numeric-data-types-and-suffixes" %) 449 - 450 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 451 - 452 -(% 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: 453 - 454 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 455 -* (% 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) 456 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 457 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 458 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 459 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 460 - 461 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 462 - 463 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 464 - 465 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 466 - 467 - 468 468 (% style="margin-left: 0.0px;" %) 469 469 ((( 470 -\\ 471 - 472 - 473 - 474 -|(%%)(% 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 475 -|(%%)(% 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. 476 -|(%%)(% 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. 477 -|(%%)(% 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. 478 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 479 -(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 480 -\\(% 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. 481 -|(%%)(% 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). 482 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 483 -\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 484 -\\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. 485 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 486 -(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 487 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 488 -(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 489 -\\(% 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. 490 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 491 -(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 492 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 493 -(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 494 -\\(% 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. 495 -|(%%)(% 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 496 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 497 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 498 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 499 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 500 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 501 -(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 502 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 503 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 504 -\\(% 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. 448 +|Data type|Suffix|Examples|Description 449 +|null|(none)|null|Converted to non-null data type of value 0 when needed. 450 +|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 451 +|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 452 +|float|f| 453 +3.14 454 +\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 455 +|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 456 +|money|ct (default) 457 +\\Cr|200Cr 458 +\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 459 +|length| 460 +m (default) 461 +\\km| 462 +500m 463 +\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 464 +|angle| 465 +rad (default) 466 +\\deg| 467 +90deg 468 +\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 469 +|hitpoints|hp|100hp|Hit points 470 +|time| 471 +ms 472 +\\s (default) 473 +\\min 474 +\\h| 475 +800ms 476 +\\1.5s 477 +\\10min 478 +\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 505 505 ))) 506 506 507 -{{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>"/}} 481 +{{info}} 482 +All unit data types are floating point types, except for money, which is an integer data type. 483 +{{/info}} 508 508 509 - \\485 +== Operators == 510 510 487 +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 511 511 512 - 513 -(% id="categorybroken_macroanchoroperators" %) 514 - 515 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 516 - 517 -(% 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: 518 - 519 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 520 - 521 - 522 522 (% style="margin-left: 0.0px;" %) 523 523 ((( 524 -\\ 491 +|Operator / Delimiter / Constant|Type|Example|Result of example|Description 492 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 493 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 494 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 495 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 496 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 497 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values 498 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values 499 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 500 +\\(Note: Braces are also used for [[property lookups>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]]) 501 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 502 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 503 +|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 504 +|typeof|unary| 505 +{{code language="xml"}}typeof null{{/code}} 506 +\\{{code language="xml"}}typeof 0{{/code}} 507 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}| 508 +{{code language="xml"}}datatype.null{{/code}} 509 +\\{{code language="xml"}}datatype.integer{{/code}} 510 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>||anchor="typeof" style="outline-width: 0px !important; user-select: auto !important;"]] 511 +|sin|unary| 512 +{{code language="xml"}}sin(30deg){{/code}} 513 +\\{{code language="xml"}}sin(pi){{/code}}| 514 +{{code language="xml"}}0.5{{/code}} 515 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required) 516 +|cos|unary| 517 +{{code language="xml"}}cos(60deg){{/code}} 518 +\\{{code language="xml"}}cos(pi){{/code}}| 519 +{{code language="xml"}}0.5{{/code}} 520 +\\{{code language="xml"}}-1.0{{/code}}|Cosine (function-style, parentheses required) 521 +|tan|unary| 522 +{{code language="xml"}}tan(-45deg){{/code}} 523 +\\{{code language="xml"}}tan(45deg){{/code}}| 524 +{{code language="xml"}}-1.0{{/code}} 525 +\\{{code language="xml"}}1.0{{/code}}|((( 526 +Tangent (function-style, parentheses required) 525 525 528 +Available from X4 v7.0 529 +))) 530 +|asin|unary| 531 +{{code language="xml"}}asin(-0.5f){{/code}} 532 +\\{{code language="xml"}}asin(1){{/code}}| 533 +{{code language="xml"}}-0.523599rad{{/code}} 534 +\\{{code language="xml"}}1.5708rad{{/code}}|((( 535 +Inverse sine (function-style, parentheses required) 526 526 537 +Available from X4 v7.0 538 +))) 539 +|acos|unary| 540 +{{code language="xml"}}acos(-0.5f){{/code}} 541 +\\{{code language="xml"}}acos(1.0f){{/code}}| 542 +{{code language="xml"}}2.0944rad{{/code}} 543 +\\{{code language="xml"}}0rad{{/code}}|((( 544 +Inverse cosine (function-style, parentheses required) 527 527 528 -|(%%)(% 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 529 -|(%%)(% 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 530 -|(%%)(% 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 531 -|(%%)(% 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 532 -|(%%)(% 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) 533 -|(%%)(% 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 534 -|(%%)(% 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 535 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 536 -|(%%)(% 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 537 -\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 538 -|(%%)(% 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) 539 -|(%%)(% 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 number 540 -|(%%)(% 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 otherwise 541 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 542 -{{code}}typeof null{{/code}} 543 -\\{{code}}typeof 0{{/code}} 544 -\\{{code}}typeof 'Hello world'{{/code}}| 545 -{{code}}datatype.null{{/code}} 546 -\\{{code}}datatype.integer{{/code}} 547 -\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 548 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 549 -{{code}}sin(30deg){{/code}} 550 -\\{{code}}sin(pi){{/code}}| 551 -{{code}}0.5{{/code}} 552 -\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 553 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 554 -{{code}}cos(60deg){{/code}} 555 -\\{{code}}cos(pi){{/code}}| 556 -{{code}}0.5{{/code}} 557 -\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 558 -|(%%)(% 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) 559 -|(%%)(% 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) 560 -|(%%)(% 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) 561 -|(%%)(% 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;" %)Power 562 -|(%%)(% 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;" %)Multiplication 563 -|(%%)(% 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;" %)Division 564 -|(%%)(% 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) 565 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 566 -{{code}}1 + 1{{/code}} 567 -\\{{code}}'Hello' + ' world'{{/code}}| 568 -{{code}}2{{/code}} 569 -\\{{code}}'Hello world'{{/code}}| 570 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 571 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 572 -|(%%)(% 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;" %)Subtraction 546 +Available from X4 v7.0 547 +))) 548 +|atan|unary| 549 +{{code language="xml"}}atan(1.0f){{/code}}| 550 +{{code language="xml"}}0.785398rad{{/code}}|((( 551 +Inverse tangent (function-style, parentheses required) 552 + 553 +Available from X4 v7.0 554 +))) 555 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 556 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 557 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 558 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power 559 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication 560 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division 561 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division) 562 +|+|binary| 563 +{{code language="xml"}}1 + 1{{/code}} 564 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}| 565 +{{code language="xml"}}2{{/code}} 566 +\\{{code language="xml"}}'Hello world'{{/code}}| 567 +Addition 568 +\\String concatenation 569 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction 573 573 | 574 - (% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)575 -\\ (%style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|576 -{{code}}1 lt 3{{/code}} 577 -\\{{code }}1&lt;3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than571 +lt 572 +\\< (<)|binary| 573 +{{code language="xml"}}1 lt 3{{/code}} 574 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than 578 578 | 579 - (% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)580 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|581 -{{code}}1 le 3{{/code}} 582 -\\{{code }}1&lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to576 +le 577 +\\<=|binary| 578 +{{code language="xml"}}1 le 3{{/code}} 579 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to 583 583 | 584 - (% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)585 -\\ (%style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|586 -{{code}}1 gt 3{{/code}} 587 -\\{{code}}1 &gt;3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than581 +gt 582 +\\> (>)|binary| 583 +{{code language="xml"}}1 gt 3{{/code}} 584 +\\{{code language="xml"}}1 > 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than 588 588 | 589 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 590 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 591 -{{code}}1 ge 3{{/code}} 592 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 593 -|(%%)(% 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 594 -|(%%)(% 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 595 -|(%%)(% 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) 596 -|(%%)(% 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) 586 +ge 587 +\\>=|binary| 588 +{{code language="xml"}}1 ge 3{{/code}} 589 +\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 590 +|((( 591 + 592 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 593 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 594 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 595 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 597 597 | 598 598 if ... then ... 599 599 \\if ... then ... else ...|ternary| 600 -{{code}}if 1 == 2 then 'F'{{/code}} 601 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 602 -{{code}}null{{/code}} 603 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 604 - 605 - 606 -\\ 607 - 608 - 599 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 600 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 601 +{{code language="xml"}}null{{/code}} 602 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 609 609 ))) 610 610 611 - (% id="operator-precedence-rules"%)605 +=== Operator precedence rules === 612 612 613 - ===(%style="color:rgb(0,0,0);text-decoration:none;"%)Operator precedence rules(%%)===607 +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. 614 614 615 -(% 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. 609 +* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 610 +* Power operator: ^ 611 +* Multiplicative: *, /, % 612 +* Additive: +, - 613 +* Comparison: lt, le, gt, ge 614 +* Equality: ==, != 615 +* and 616 +* or 617 +* if/then/else (lowest precedence) 616 616 619 +=== Type conversion === 617 617 618 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 619 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 620 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 621 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 622 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 623 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 624 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 625 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 626 -* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 621 +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: 627 627 628 -(% id="type-conversion" %) 623 +* Null and something else: The null value will be interpreted as "0" of the other type. 624 +* Two non-unit integers: The result will be an integer of the largest involved type. 625 +* Two non-unit numbers, not all integers: The result will be the largest involved float type. 626 +* Non-unit and unit: The result will be the unit type. 627 +* Two different units: The types are incompatible. This is an error, the result is undefined. 629 629 630 - ===(%style="color:rgb(0,0,0);text-decoration:none;"%)Type conversion(%%)===629 +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. 631 631 632 - (% 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:631 +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: 633 633 634 -* (% 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. 635 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 636 -* (% 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. 637 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 638 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 633 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 634 +* {{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}} 639 639 640 - (% 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.636 +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.) 641 641 642 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Thereisawaytoconverta numberintoadifferenttypemanually:You appendthecorrespondingsuffixto a sub-expressioninparentheses,likethis:638 +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. 643 643 644 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 645 -* (% 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}} 640 +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: 646 646 647 -(% 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.) 642 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 643 +* {{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}} 648 648 649 - (%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.645 +As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 650 650 651 -(% 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: 652 652 653 -* (% 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}} 654 -* (% 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}} 648 +=== Boolean operators === 655 655 656 - (% style="color: rgb(0,0,0);text-decoration:none;" %)Asyoucansee,operatorsof thesame precedence (+ in thiscase)are always evaluatedfromleft toright.650 +Some additional notes on Boolean operators (such as and, or, not, ==): 657 657 658 -(% id="boolean-operators" %) 652 +* Of course a Boolean operation always results in true or false (integer 1 or 0). 653 +* 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**. 654 +* != 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. 655 +* "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 656 +** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 657 +* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 658 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>doc:||anchor="HValuecomparisons"]] with additional XML attributes can be more readable. 659 659 660 -== =(%style="color:rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) ===660 +== (% id="categorybroken_macroanchorstrings-and-formatting" %)Strings and formatting(%%) == 661 661 662 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Somedditionalnotes onBooleanoperators(such as and,or,not,==):662 +You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 663 663 664 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 665 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 664 664 665 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 666 -* (% 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;" %). 667 -* (% 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. 668 -* (% 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 669 -** 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) 670 -* (% 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. 671 -* (% 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. 667 +See also the section about [[value properties>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]]. 672 672 673 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 669 +Instead of '%1 %2 %3', you can also use '%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'. 670 +\\To get a percent character in the result string, use '%%' in the format string. 671 +\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 672 +\\**[New as of X Rebirth 4.0]** 673 +\\ 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): 674 674 675 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 676 +* {{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) 677 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 675 675 676 -(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 677 -~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 678 -\\(%%) == 679 - 680 -(% 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: 681 - 682 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 683 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 684 - 685 -(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 686 - 687 -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'. 688 - 689 -To get a percent character in the result string, use '%%' in the format string. 690 - 691 - 692 -(% 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. 693 - 694 -**[New as of X Rebirth 4.0]** 695 - 696 -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): 697 - 698 -* {{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) 699 -* {{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) 700 -* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 701 - 702 702 Additional remarks: 703 703 704 704 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 705 -* ┬áIf "," is used without "." then any fractional digits are discarded.682 +* If "," is used without "." then any fractional digits are discarded. 706 706 * "." 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). 707 707 685 +{{info}} 686 +There are also special methods to [[format money values and time values>>doc:||anchor="HMoneyandtimeformatting" style="outline-width: 0px !important; user-select: auto !important;"]] using the "formatted" property. 687 +{{/info}} 708 708 689 +== Lists == 709 709 710 - {{infobody="<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">There are also specialmethods to [[NULL|format moneyvaluesdtimeues]]usingthe"formatted"property.</span>"/}}691 +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>>doc:||anchor="HOperators"]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]]. 711 711 693 +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>>doc:||anchor="HValueproperties"]]. Lists can be empty, these are written as "[ ]". 712 712 695 +{{info}} 696 +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." 697 +{{/info}} 713 713 714 - (%style="color: rgb(0,0,0);text-decoration:none;"%)699 +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. 715 715 701 +{{info}} 702 +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. 716 716 717 - (% id="categorybroken_macroanchorlists"%)704 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 718 718 719 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 706 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 707 +{{/info}} 720 720 721 -(% 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]]. 722 - 723 -(% 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¥. 724 - 725 -{{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>"/}} 726 - 727 - 728 - 729 -(% 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. 730 - 731 -{{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. 732 - 733 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 734 - 735 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 736 - 737 - 738 - 739 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 740 - 741 - 742 742 (% id="categorybroken_macroanchortables" %) 710 +== Tables == 743 743 744 - ==(%style="color:rgb(0,0,0);text-decoration: none;"%)Tables(%%)==712 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>doc:||anchor="HOperators" style="outline-width: 0px !important; user-select: auto !important;"]]. See the section about [[value properties>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]] for how to access the contents of a table. [[Creating and removing entries>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 745 745 746 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Tablesare associativearrays - they arelikelists,but you can assignvaluesto (almost) arbitrary keys,not just to index numbers. A table is constructedwithinan expressionusingthe [[table~[~]syntax>>MediaWiki.NULL]]. See thesectionabout[[value properties>>MediaWiki.NULL]] forhow to access the contents of a table. [[Creatingandremovingentries>>MediaWiki.NULL]]workssimilarly to lists, but instead of inserting, you simply assigna value to a table key. If the key doesnot exist yet, it will be created.714 +Almost all values are allowed as table keys, but there are a few exceptions: 747 747 716 +* Strings must start with '$', like variables 717 +* null cannot be used as table key (but the number 0 is valid) 718 +* Lists, tables, groups and buildplans cannot be used as table keys 748 748 749 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Almostallvaluesare allowedas tablekeys,but therearea few exceptions:720 +These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 750 750 751 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 752 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 753 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 754 -\\ 722 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 723 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 755 755 756 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 725 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 726 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 727 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 728 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 757 757 758 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 759 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 730 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 760 760 732 +== Value properties == 761 761 734 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. 762 762 736 +Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 763 763 764 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 765 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$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 766 -* (% 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 '$' 767 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 738 +You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 768 768 740 +* 1 ⟹ 42 741 +* 2 ⟹ null 742 +* 3 ⟹ 'text' 743 +* 'count' ⟹ 3 769 769 770 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Justlikelists, tablesarestoredasreferences,so it's possiblethatmultiplevariables referencethesametable(seeabove).745 +As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 771 771 747 +You can look up a property by appending a dot and the key in curly braces: 772 772 773 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 749 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 750 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 751 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 752 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 774 774 754 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 775 775 776 -(% id="categorybroken_macroanchorvalue-properties" %) 756 +* {{code language="xml"}}[42].{'count'}{{/code}} 757 +* {{code language="xml"}}$ship.{'name'}{{/code}} 758 +* {{code language="xml"}}$ship.{'class'}{{/code}} 759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 777 777 778 - ==(%style="color:rgb(0,0,0);text-decoration: none;"%)Value properties(%%)==761 +But it is easier just to write the property key without braces, which is equivalent: 779 779 780 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 763 +* {{code language="xml"}}[0].count{{/code}} 764 +* {{code language="xml"}}$ship.name{{/code}} 765 +* {{code language="xml"}}$ship.class{{/code}} 766 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 781 781 782 -( %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.768 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 783 783 784 - (%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:770 +A list has even more properties: 785 785 786 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 787 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 788 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 789 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 772 +**random'** returns a randomly chosen element (which requires that the list is non-empty) 790 790 791 - (% style="color: rgb(0,0,0);text-decoration:none;" %)As you cansee,aproperty key canbeanumberor astring. Actuallythereis no restrictionregardingthedata type ofthekey.774 +**min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 792 792 793 - (%style="color: rgb(0,0,0);text-decoration:none;" %)You canlookupapropertybyappending a dot andthekeyin curly braces:776 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1 794 794 795 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 796 -* (% 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) 797 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 798 -* (% 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╣(%%) 42 778 +**average'** returns the average (but all element types have to be compatible) 799 799 780 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 800 800 801 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Inmostcasesthepropertykey isa fixedstring,likeΓÇ£nameΓÇ¥orΓÇ£classΓÇ¥.Youcanwritethislike above:782 +**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 802 802 803 -* {{code}}[42].{'count'}{{/code}} 804 -* {{code}}$ship.{'name'}{{/code}} 805 -* {{code}}$ship.{'class'}┬á{{/code}} 806 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 807 -\\ 784 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 808 808 809 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Butit iseasierjust towrite thepropertykeywithoutbraces,whichisequivalent:786 +**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) 810 810 811 -* {{code}}[0].count{{/code}} 812 -* {{code}}$ship.name{{/code}} 813 -* {{code}}$ship.class{{/code}} 814 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 815 -\\ 788 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 816 816 817 - (%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.)790 +A table has different properties: 818 818 819 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 792 +* '**clone'** creates a shallow copy of the table 793 +* '**keys'** allows you to access data about the table's keys 820 820 821 - (%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)795 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 822 822 823 -(% 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) 824 824 825 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 826 826 827 - (%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)799 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 828 828 829 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 801 +* {{code language="xml"}}$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) 802 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 830 830 831 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 804 +{{info}} 805 +The string formatting syntax that you have seen [[above>>doc:||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 806 +{{/info}} 832 832 833 - *(%style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1,6,8].indexof.{8}{{/code}}Γƒ╣ 3808 +=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 834 834 835 - (%style="color:rgb(0,0,0);text-decoration:none;"%)'(%%)**(%style="color: rgb(0,0,0);text-decoration:none;"%)clone(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)' createsashallowcopyofthelist(i.e.liststhatarecontained aselementsthe listarenotcopied,only the referencetothem)810 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 836 836 837 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 812 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 813 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 814 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 838 838 839 - (%style="color:rgb(0,0,0);text-decoration:none;"%)A tablehas differentproperties:816 +The question mark can even be applied to variables: 840 840 841 -* (%style="color: rgb(0,0,0);text-decoration:none;"%)'**clone'**createsashallowcopyof thetable842 -* (% style="color: rgb(0,0,0);text-decoration: none;"%)'**keys'** allowsyouto accessdataabout thetable'skeys818 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 819 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 843 843 844 - (%style="color:rgb(0,0,0);text-decoration:none;" %)However, 'keys'alonewillnotgive you aresult. 'keys' must befollowed by anotherkeywordto retrievethedesired information, for example:821 +To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 845 845 823 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 824 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 825 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 846 846 847 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 848 -\\ 849 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 850 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 827 +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. 851 851 829 +=== Static lookups === 852 852 831 +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. 853 853 854 - {{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>"/}}833 +Here are a few enumeration classes and corresponding example lookup values: 855 855 856 - 857 - 858 -(% id="lookup-tests-and-suppressing-errors" %)(%%) 859 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 860 -\\(%%) === 861 - 862 -(% 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: 863 - 864 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 865 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 866 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 867 - 868 - 869 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 870 - 871 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 872 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 873 - 874 -(% 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: 875 - 876 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 877 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 878 -* (% 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 879 - 880 -(% 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. 881 - 882 -\\ 883 - 884 -(% id="static-lookups" %) 885 - 886 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 887 - 888 -(% 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. 889 - 890 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 891 - 892 892 (% style="margin-left: 0.0px;" %) 893 893 ((( 894 -\\ 895 - 896 - 897 - 898 -|(%%)(% 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 899 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 900 -(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 901 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 902 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 903 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 904 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 905 -(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 906 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 907 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 908 -(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 909 -\\(% 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) 910 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 911 -(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 912 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 913 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 914 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 915 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 916 -(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 917 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 918 -\\(% 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]]) 919 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 920 -(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 921 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 922 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 923 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 924 -(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 925 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 926 -\\(% 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.) 927 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 928 -(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 929 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 930 -\\(% 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.) 931 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 932 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 933 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 934 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 935 -(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 936 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 937 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 938 -(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 939 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 837 +|Data type (= value name)|Examples|Description 838 +|class| 839 +class.ship 840 +\\class.ship_xl 841 +\\class.space 842 +\\class.weapon|Component classes 843 +|purpose| 844 +purpose.combat 845 +\\purpose.transportation|Purposes 846 +|killmethod| 847 +killmethod.hitbybullet 848 +\\killmethod.hitbymissile|Ways to die (already used before destruction) 849 +|datatype| 850 +datatype.float 851 +\\datatype.component 852 +\\datatype.class 853 +\\datatype.datatype|Script value datatypes 854 +|profile| 855 +profile.flat 856 +\\profile.increasing 857 +\\profile.bell|Probability distribution profile (see [[random ranges>>doc:||anchor="HRandomranges" style="outline-width: 0px !important; user-select: auto !important;"]]) 858 +|cuestate| 859 +cuestate.waiting 860 +\\cuestate.active 861 +\\cuestate.complete|[[Cue states>>||anchor="HCues" style="outline-width: 0px !important; user-select: auto !important;"]] 862 +|level| 863 +level.easy 864 +\\level.medium 865 +\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 866 +|attention| 867 +attention.insector 868 +\\attention.visible 869 +\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 870 +|ware| 871 +ware.ore 872 +\\ware.silicon|Wares 873 +|race| 874 +race.argon 875 +\\race.boron|Races 876 +|faction| 877 +faction.player 878 +\\faction.argongovernment|Factions 940 940 ))) 941 941 942 -{{ note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get thedatatypeof any expressionand compareitwith whatyou expect, for example:881 +{{id name="typeof"/}} 943 943 883 +{{info}} 884 +With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 885 + 944 944 <code>typeof $value == datatype.faction</code> 945 945 946 -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:888 +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: 947 947 948 -<code>(typeof $value).isstring</code>"/}} 890 +<code>(typeof $value).isstring</code>" 891 +{{/info}} 949 949 950 -{{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>"/}} 893 +{{info}} 894 +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." 895 +{{/info}} 951 951 952 - (%style="color:rgb(0,0,0);text-decoration: none;"%)897 +=== Player properties === 953 953 899 +You can access many player-related game properties via the keyword "player": 954 954 955 -(% id="player-properties" %) 901 +* player.**name**: The player's name 902 +* player.**age**: The passed in-game time since game start 903 +* player.**money**: The money in the player's account 904 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 956 956 957 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 906 +* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 907 +* player.**entity**: The actual player object 958 958 959 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 909 +* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 910 +* player.**copilot**: The co-pilot NPC 960 960 961 -* (% 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 962 -* (% 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 963 -* (% 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 964 -* (% 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 965 -\\ 966 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 967 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 968 -\\ 969 -* (% 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 970 -* (% 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 971 - 972 972 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. 973 973 974 - (% id="safe-properties"%)914 +=== Safe properties === 975 975 976 - === (%style="color:rgb(0,0,0);text-decoration:none;"%)Safeproperties(%%) ===916 +Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 977 977 978 -(% 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: 918 +* exists 919 +* isoperational 920 +* iswreck 921 +* isconstruction 922 +* available 923 +* isclass.(...) 979 979 980 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 981 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 982 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 983 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 984 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 985 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 925 +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. 986 986 987 -(% 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.927 +=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) === 988 988 989 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 990 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 991 -\\(%%) === 929 +**[New as of X Rebirth 4.0]** 930 +\\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>>||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers. 992 992 993 -(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 932 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 933 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 994 994 995 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 935 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 936 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 996 996 997 -* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 998 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 999 -\\ 1000 -* {{code}}$time.formatted.{'formatstring'}{{/code}} 1001 -* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 938 +In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1002 1002 1003 - (% style="color:rgb(0,0,0);text-decoration:none;"%)In scripts, moneyis storedin cents,notCredits. The formattedrepresentation alwaysshows thevalueinCredits,includingthousandsseparators.940 +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: 1004 1004 1005 -(% 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: 1006 - 1007 - 1008 1008 |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.) 1009 1009 |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'. 1010 1010 |.|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) 1011 1011 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 1012 1012 1013 - (% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.947 +By default, these options are disabled. 1014 1014 1015 - (% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):949 +More available specifiers (in addition to %s): 1016 1016 1017 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1018 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1019 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1020 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1021 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1022 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1023 -\\ 951 +* %k: Credits (truncated) in kilo format 952 +* %M: Credits (truncated) in Mega format 953 +* %G: Credits (truncated) in Giga format 954 +* %T: Credits (truncated) in Tera format 955 +* %Cr: Localised "Cr" string 956 +* %%: A % sign 1024 1024 1025 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:958 +Examples: 1026 1026 960 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 961 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 962 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 963 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 964 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 1027 1027 1028 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 1029 -* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1030 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 1031 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1032 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 966 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[Lua function overview>>doc:X Rebirth Wiki.Modding support.UI Modding support.Lua function overview.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]. 1033 1033 1034 -For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1035 - 1036 1036 Examples: 1037 1037 1038 -* {{code}}(151s).formatted.{'%T'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'00:02:31'{{/code}}1039 -* {{code}}(151s).formatted.default{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'})1040 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}}1041 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'0:02'{{/code}}970 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} 971 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 972 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 973 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 1042 1042 1043 - (% id="complete-property-documentation"%)975 +=== Complete property documentation === 1044 1044 1045 - ===(%style="color:b(0,0,0);text-decoration:none;"%)Completepropertydocumentation(%%)===977 +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. 1046 1046 1047 - (% 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.979 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1048 1048 1049 -(% 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. 981 +{{info}} 982 +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: 1050 1050 984 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 985 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 986 +{{/info}} 1051 1051 1052 - {{notebody="scriptproperties.htmlhasoloadfilesfrom differentfolders,which modernbrowsersdonot allow by defaultfor securityreasons.Inordertoopenscriptproperties.html,the following is required:988 +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: 1053 1053 1054 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1055 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 990 +* Enter the beginning of a base keyword 991 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 992 +* To see the properties of a base keyword or data type, enter a dot (".") 993 +* After the dot, you can enter a property name 994 +* You can also enter a dot (".") as first character to search globally for a property 1056 1056 996 +{{info}} 997 +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. 998 +{{/info}} 1057 1057 1000 += MD refreshing and patching = 1058 1058 1059 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Thisprovidesyouwith acompletelistofall supportedΓÇ£basekeywordsΓÇ¥andproperties.Tofilterinthislist,youcanteranexpressioninthetextfield:1002 +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. 1060 1060 1061 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1062 -* (% 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 1063 -* (% 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¥) 1064 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1065 -* (% 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 1004 +== Details and restrictions == 1066 1066 1067 - (%style="color:rgb(0,0,0);text-decoration:none;"%)1006 +Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1068 1068 1008 +* 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). 1009 +* 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. 1010 +* 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. 1011 +* You CANNOT change a <cue> to a <library> or vice versa. 1012 +* 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.) 1013 +* 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. 1014 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1015 +* 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. 1016 +* 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). 1017 +* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1018 +* Adding sub-cues to active or complete cues enables their condition checks immediately. 1019 +* 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. 1020 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1021 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1069 1069 1070 -{{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>"/}} 1023 +{{warning}} 1024 +Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1025 +{{/warning}} 1071 1071 1027 +{{warning}} 1028 +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. 1029 +{{/warning}} 1072 1072 1031 +== Patching == 1073 1073 1074 - \\1033 +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. 1075 1075 1076 -(% id="md-refreshing-and-patching" %) 1035 +{{code language="xml"}} 1036 + <cue [...] version="42"> 1037 + <conditions> [...] </conditions> 1038 + <actions> [...] </actions> 1039 + <patch sinceversion="42"> 1040 + [patch actions] 1041 + </patch> 1042 + </cue> 1043 +{{/code}} 1077 1077 1078 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)MDrefreshing and patching(%%)=1045 +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. 1079 1079 1080 - (%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.1047 +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. 1081 1081 1082 -\\ 1049 +{{info}} 1050 +The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1051 +{{/info}} 1083 1083 1084 - (% id="details-and-restrictions"%)1053 += Common attribute groups = 1085 1085 1086 - ==(%style="color:rgb(0,0,0);text-decoration:none;" %)Detailsandrestrictions(%%)==1055 +There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1087 1087 1088 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshingscriptsand cues, and therestrictions:1057 +== Value comparisons == 1089 1089 1090 -* (% 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). 1091 -* (% 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. 1092 -* (% 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. 1093 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1094 -* (% 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.) 1095 -* (% 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. 1096 -* (% 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. 1097 -* (% 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. 1098 -* (% 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). 1099 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1100 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1101 -* (% 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. 1102 -* (% 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. 1103 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1059 +There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1104 1104 1105 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 1061 +{{code language="xml"}} 1062 + <check_value value="$ware == ware.silicon and $amount != 0"/> 1063 +{{/code}} 1106 1106 1065 +In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1107 1107 1108 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1067 +{{code language="xml"}} 1068 + <check_value value="FooCue.state" exact="cuestate.complete"/> 1069 + <check_value value="$foo.count" min="5"/> 1070 + <check_value value="$foo" max="player.age + 1min"/> 1071 + <check_value value="player.money" min="300Cr" max="600Cr"/> 1072 + <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1073 + <check_value value="$attention" min="attention.visible"/> 1074 +{{/code}} 1109 1109 1110 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1076 +{{info}} 1077 +Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1078 +{{/info}} 1111 1111 1080 +== Random ranges == 1112 1112 1082 +If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1113 1113 1114 -\\ 1084 +{{code language="xml"}} 1085 + <set_value name="$race" exact="race.teladi"/> 1086 +{{/code}} 1115 1115 1116 - (%id="patching"%)1088 +To select a random element from a list, this syntax can be used: 1117 1117 1118 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1090 +{{code language="xml"}} 1091 + <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1092 +{{/code}} 1119 1119 1120 - (% style="color:rgb(0,0,0);text-decoration:none;" %)Cues canhave **<patch>** elements with actions that will be performedwhenan old savegameis loaded. To controlwhich savegames should be affected, you can adda (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration:none;" %)sinceversion(%%)**//(% style="color:rgb(0,0,0);text-decoration:none;" %) attribute in the patch. When a cue isloadedfroma savegame that has an older versionthan (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.1094 +To get a random number within a given range, you can use min/max: 1121 1121 1122 -{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1096 +{{code language="xml"}} 1097 + <set_value name="$foo" min="-20" max="20"/> 1098 + <set_value name="$timeout" max="20s"/> 1099 +{{/code}} 1123 1123 1124 - (% style="color: rgb(0,0,0);text-decoration:none;"%)Thepatch actionsare only performed ifthecueisina certainstate, ΓÇ£completeΓÇ¥by default. Use the(%%)//**(% style="color: rgb(0,0,0);text-decoration:none;" %)state(%%)**//(%style="color:rgb(0,0,0);text-decoration:none;"%)attribute tochangethis requirement.Formoreinformation, seetheXMLschemadocumentationof the <patch> element.1101 +min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1125 1125 1126 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Asequenceofmultiple<patch>elementsispossible.Theywillbeperformedinrder ofappearance,checking the(%%)//(%style="color:rgb(0,0,0);text-decoration:none;"%)sinceversion//and(%%)//(%style="color:rgb(0,0,0);text-decoration:none;"%)state//attributes ineachcase.Patchesare alsoappliedtolusers ofa library andtoinstances.1103 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1127 1127 1128 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1105 +{{code language="xml"}} 1106 + <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1107 +{{/code}} 1129 1129 1109 += Variables and namespaces = 1130 1130 1111 +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). 1131 1131 1132 - \\1113 +== Creating and removing variables == 1133 1133 1134 - (%id="common-attribute-groups"%)1115 +You can create variables with certain actions and conditions, such as the <set_value> action: 1135 1135 1136 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1117 +{{code language="xml"}} 1118 + <set_value name="$foo" exact="$bar + 1" /> 1119 +{{/code}} 1137 1137 1138 - (%style="color:rgb(0,0,0);text-decoration: none;"%)Therearemanycommonlyused actions and conditionswhich sharegroupsofattributes.The mostimportant ones are explainedhere.1121 +<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>.) 1139 1139 1140 - \\1123 +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. 1141 1141 1142 -(% id="categorybroken_macroanchorvalue-comparisons" %) 1125 +{{code language="xml"}} 1126 + <set_value name="$foo" operation="add" /> 1127 +{{/code}} 1143 1143 1144 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Value comparisons(%%)==1129 +The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1145 1145 1146 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1131 +{{code language="xml"}} 1132 + <set_value name="$list.{1}" exact="42" /> 1133 + <set_value name="$table.$foo" exact="42" /> 1134 +{{/code}} 1147 1147 1148 - {{code}}<check_value┬ávalue="$ware==ware.siliconand$amount!=0"/>{{/code}}1136 +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): 1149 1149 1150 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 1138 +{{code language="xml"}} 1139 + <set_value name="$list.{1}" exact="42" operation="insert" /> 1140 +{{/code}} 1151 1151 1152 - {{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$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="$attention"┬ámin="attention.visible"/>{{/code}}1142 +This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1153 1153 1154 - {{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be comparedvia </span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~">min</span>''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color:rgb(0,0,0);text-decoration:none;~"> (also notvialt, gt, etc.).The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~">and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"> arenumbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalentto using the == operator.</span>"/}}1144 +Appending is easier than that. The following actions are equivalent: 1155 1155 1146 +{{code language="xml"}} 1147 + <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1148 + <append_to_list name="$list" exact="42" /> 1149 +{{/code}} 1156 1156 1151 +Inserting at a position below 1 or above $list.count + 1 is not possible. 1157 1157 1158 - \\1153 +To remove variables or list/table entries, use <remove_value>: 1159 1159 1160 -(% id="categorybroken_macroanchorrandom-ranges" %) 1155 +{{code language="xml"}} 1156 + <remove_value name="$foo" /> 1157 + <remove_value name="$list.{1}" /> 1158 + <remove_value name="$table.$foo" /> 1159 +{{/code}} 1161 1161 1162 - ==(%style="color: rgb(0,0,0);text-decoration:none;"%)Randomranges(%%)==1161 +Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1163 1163 1164 - (% style="color:rgb(0,0,0);text-decoration: none;" %)If an action requiresa value, e.g. when youset a variable to a value, you canhavesome randomisation. To specifyan exactvalue, e.g.in <set_value>, you can write this:1163 +== Accessing remote variables == 1165 1165 1166 - {{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}}1165 +You can also read and write variables in other cues by using the variable name as property key: 1167 1167 1168 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1167 +{{code language="xml"}} 1168 + <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1169 + <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1170 +{{/code}} 1169 1169 1170 - {{code}}<set_value┬áname="$prime"┬álist="[2,3,5,7,11]"/>{{/code}}1172 +Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1171 1171 1172 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1174 +{{code language="xml"}} 1175 + <set_value name="static.$counter" operation="add" /> 1176 + <set_value name="parent.$foo" exact="42" /> 1177 + <set_value name="this.$bar" exact="parent" /> 1178 + <set_value name="$baz" exact="this.$bar.$foo" /> 1179 +{{/code}} 1173 1173 1174 - {{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}}1181 +== Namespaces == 1175 1175 1176 - (%style="color:rgb(0,0,0);text-decoration:none;"%)min and maxhave tobe compatible number types.Enumerationtypesareotallowed,notvenlevel andattention. Themin attributeisptionaland defaults to0 (ofthe number typeused in max).1183 +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. 1177 1177 1178 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You canselect one of 5 different probabilitydistribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all valuesin the range are equally likely). If you selectanother profile, e.g. ΓÇ£increasingΓÇ¥ to makehigher 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).1185 +Consider this case: 1179 1179 1180 -{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1187 +{{code language="xml"}} 1188 +<cue name="Root"> 1189 + <actions> 1190 + <set_value name="$foo" /> 1191 + </actions> 1192 + <cues> 1193 + <cue name="SubCue"> [...] 1194 + </cue> 1195 + </cues> 1196 +</cue> 1197 +{{/code}} 1181 1181 1182 - (%style="color:rgb(0,0,255);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%)┬á1199 +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. 1183 1183 1184 - (%id="variables-and-namespaces"%)1201 +You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1185 1185 1186 -= (% style="color:rgb(0,0,0);text-decoration:none;"%)Variablesand namespaces(%%)=1203 +=== Defining a cue's namespace === 1187 1187 1188 - (% style="color:rgb(0,0,0);text-decoration:none;"%)As youhaveseen above, you caneasily access variables by writingtheirname(including$prefix)in anexpression.Namespacesdefinein which cuethevariablesre actually stored(andfromwhichcuetheyareread).1205 +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: 1189 1189 1190 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1207 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1208 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1209 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1191 1191 1211 +{{warning}} 1212 +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: 1192 1192 1193 -(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1194 - 1195 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1196 - 1197 -(% 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: 1198 - 1199 -{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1200 - 1201 -(% 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>.) 1202 - 1203 -(% 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. 1204 - 1205 -{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1206 - 1207 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1208 - 1209 -{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1210 - 1211 -(% 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): 1212 - 1213 -{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1214 - 1215 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1216 - 1217 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1218 - 1219 -{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1220 - 1221 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1222 - 1223 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1224 - 1225 -{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1226 - 1227 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1228 - 1229 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1230 - 1231 - 1232 -(% id="accessing-remote-variables" %) 1233 - 1234 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1235 - 1236 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1237 - 1238 -{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1239 - 1240 -(% 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: 1241 - 1242 -{{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}} 1243 - 1244 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1245 - 1246 - 1247 -(% id="namespaces" %) 1248 - 1249 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1250 - 1251 -(% 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. 1252 - 1253 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1254 - 1255 -{{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}} 1256 - 1257 -(% 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. 1258 - 1259 -(% 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. 1260 - 1261 -(% id="defining-a-cues-namespace" %) 1262 - 1263 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1264 - 1265 -(% 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: 1266 - 1267 -* **(% 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 1268 -* **(% 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 1269 -* **(% 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¥. 1270 - 1271 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1272 - 1273 - 1274 -{{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> 1275 - 1276 -<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}} 1214 +{{code language="xml"}} 1215 +<cue name="LibRef" ref="Lib"> 1216 + <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1217 + <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1218 +</cue> 1219 +{{/code}} 1220 +{{/warning}}
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