Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32959.1
edited by Daniel Turner
on 2023/08/22 19:12
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To version 31068.1
edited by Daniel Turner
on 2023/04/14 16:47
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Created page with "{{Info |body = Please note that this is officially-maintained documentation. To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page. }} <span style="color: rgb(0,0,0);text-decoration: none;"><br /> </span> <span 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 D..."
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... ... @@ -1,1195 +1,1233 @@ 1 - The MissionDirector(MD) is a subsystemofthegame and interpretsmissionscripts,which are written inan XML-based language. The MissionDirectorinX Rebirth andX4 is basedn theMD inX3: Terran Conflict, with some major changes based on feedback from MD users.1 +{{info body="Please note that this is officially-maintained documentation. 2 2 3 - Anintroductionto theoriginalMDcanbefoundinthe[[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]].There isalso a PDF guidefor theX3Mission Director, which is partiallyusedas a templateforthisdocument.3 +To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page."/}} 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++). 6 6 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}} 10 10 7 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 11 11 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 + 12 12 {{toc/}} 13 13 14 - =MDscripts=31 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 15 15 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. 17 17 18 - MDfiles are XML files locatedin the game folder **md**. All XML filesin that folder are loaded at game start. The file names are irrelevant, since the internally used scriptnamesare 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.34 +(% id="md-scripts" %) 19 19 20 - ToeditMDscripts, an XML editing toolis needed. Microsoft VisualStudio(if available) or[[Microsoft Visual WebDeveloper>>url:http://www.microsoft.com/express/vwd/]] (forfree)are highly recommendedbecause they have pretty good support for XML schemas(XSD). The providedMissionDirectorschema files help you create the XML file by displaying all availabletagsand attributes as you edit the XML.36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) = 21 21 22 - Thisfunctionalityisonlyavailableiftheschemafiles **md.xsd** and**common.xsd**areinhecorrect folder. Ifyouare editingtheXMLin thegamefolder directly,alliswellandthefilesareloadedfromhelibrariesfolder.However,if you are editinginaseparatefolder,copythoseXSDfilesfrom thelibrariesfolderdirectlyinto thefolder where yourXML filesare located.38 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 23 23 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 [[NULL|Conditions]]). 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. 26 26 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}} 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. 29 29 30 -== Script debug output==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 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. 31 31 32 - Thegamecanprint errormessages and,when enabled, alsogeneralmessages.Errormessages canginate fromthe scriptingsystem, butalsofrom othergameub-systems.Theycan be viewedin thein-game[[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].46 +{{note body="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 [[NULL|Conditions]]). 33 33 34 -To col lect allmessagesinafile,start thegame with the followingparameters on thecommandline:48 +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."/}} 35 35 36 -{{code language="xml"}} 37 --logfile debuglog.txt 38 -{{/code}} 39 39 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: 41 41 42 -{{code language="xml"}} 43 --debug scripts 44 -{{/code}} 52 +(% id="categorybroken_macroanchorscript-debug-output" %) 45 45 46 - Otherdebugfiltersother than"scripts"can be enabled byrepeatinghebugcommandforeachfiltername,butthat is rarely needed for scripting.54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 47 47 48 - Thescriptaction<debug_text>canbeusedtoprintdebug messages from within a script.56 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. 49 49 50 -= MDscript structure=58 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line: 51 51 52 - Inthissection we will lookat how to starthewhole process by creatinganew MD missionfileandthebasicsteps in producing missioncontentwith XMLcode. There will beadescription ofthe key elementsof themission file.60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}} 53 53 54 - TheXMLroot node ofanMDfileiscalled"mdscript" andlooks likethis:62 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 55 55 56 -{{code language="xml"}} 57 -<?xml version="1.0" encoding="utf-8"?> 58 -<mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 59 -{{/code}} 64 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 60 60 61 -" ScriptName" isthe nameused forthis scriptregardlessofthe file name. It**hastostartwithupper case letter andmustbeunique** amongallMDscriptames.Italso shouldnotcontainspaces,so otherMD scripts canuseit as anidentifierto access this script's contents easily.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. 62 62 63 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 64 64 65 -{{code language="xml"}} 66 -<?xml version="1.0" encoding="utf-8"?> 67 -<mdscript name="ScriptName" ...> 68 - <cues> 69 - <cue name="RootCue1"> [...] 70 - </cue> 71 - <cue name="RootCue2"> [...] 72 - </cue> 73 - </cues> 74 -</mdscript> 75 -{{/code}} 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. 76 76 77 -== Cues == 78 78 79 - Cuesare the main ingredient of an MDscript. A cuensistsof a set of **conditions** and a set of **actions**. When the conditions aremet,hecue is activatedand theactions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only whenits parent cue has become active, so the activationof the parent cue initiates the condition checksof its child cues.72 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 80 80 81 -A cue can have the following states: 82 82 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. 75 +(% id="md-script-structure" %) 86 86 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. 77 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 89 89 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}} 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. 93 93 94 - This ishowa cue nodelooks like: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: 95 95 96 -{{code language="xml"}} 97 -<cue name="CueName"> 98 - <conditions> [...] 99 - </conditions> 100 - <delay exact="5s" /> 101 - <actions> [...] 102 - </actions> 103 - <cues> [...] 104 - </cues> 105 -</cue> 106 -{{/code}} 83 +{{code}}<?xml┬áversion="1.0"┬áencoding="utf-8"?><mdscript┬áname="ScriptName"┬áxmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"┬áxsi:noNamespaceSchemaLocation="md.xsd">{{/code}} 107 107 108 - Therules fornamingcuesis thesame forMDscriptnames:The name **starts with an upper case letter**,andhasobe**uniquewithinthisfile**.So itisactually possibletouse the samecuenamein different scripts,which is differentfrom theMDin X3.85 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 109 109 110 -= =Conditions==87 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 111 111 112 - The <conditions> nodecanntainne or multiple conditions,all of whichmust bemet toactivate thecue. If the node ismissing,thecuewill becomeactiveunconditionally. The conditions arechecked in sequence,andif a check fails,thefollowingconditionsareignored. Therearetwoypesof conditions: Eventsandnon-event conditions.89 +{{code}}<?xml┬áversion="1.0"┬áencoding="utf-8"?><mdscript┬áname="ScriptName" ...>┬á <cues>┬á┬á┬á <cue┬áname="RootCue1"> [...]┬á┬á┬á </cue>┬á┬á┬á <cue┬áname="RootCue2"> [...]┬á┬á┬á </cue>┬á </cues></mdscript>{{/code}} 113 113 114 - **Non-eventconditions** are checked either once or repeatedlyin a fixed interval. They may be basedon simple valuesor ranges,such as a particular in-gameime having been reachedor theplayer having acertain 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 areaorneara particular object.91 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 115 115 116 - **Eventconditions** are triggeredwhen thecorresponding event happens, such astheevent that a particular object has been targeted, attackedordestroyed. All event nodes have the prefix "event_" so you can easily determineaondition type. Afteran event condition you canspecify one or more non-event conditions, which will be checked additionally wheneverthe event happens. If aconditionusesan 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.93 +(% id="categorybroken_macroanchorcues" %) 117 117 118 - Exampleforaneventndition:95 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 119 119 120 -{{code language="xml"}} 121 -<conditions> 122 - <event_object_destroyed object="$target"/> 123 -</conditions> 124 -{{/code}} 97 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 125 125 126 - Exampleforaneventnditionwithan additional(non-event)check:99 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 127 127 128 - {{codelanguage="xml"}}129 - <conditions>130 - <event_player_killed_object/>131 - <check_value value="event.param.isclass.turret"/>132 - </conditions>133 - {{/code}}101 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing. 102 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 103 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state. 104 +\\ 105 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions. 106 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 134 134 135 - Examplefor an eventnditionwith two alternativeevents andacommonadditionalcheck:108 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 136 136 137 -{{code language="xml"}} 138 -<conditions> 139 - <check_any> 140 - <event_cue_completed cue="Cue1"/> 141 - <check_all> 142 - <event_player_killed_object/> 143 - <check_value value="event.param.isclass.turret"/> 144 - </check_all> 145 - </check_any> 146 - <check_age min="$starttime"/> 147 -</conditions> 148 -{{/code}} 149 149 150 -For more information about expressions and event parameters, see below. 111 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 112 +</span>"/}} 151 151 152 -**<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. 153 153 154 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 155 155 156 - *Use //onfail// ifthe conditions should be checked onlyonce. The possibleattribute values are"//cancel//" and "//complete//". If the conditions aremet,hecue will activate andperform thecue actions. Otherwise it'safailure andthe cue will be cancelledor completed, based onthe 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).116 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 157 157 158 -* 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. 159 159 160 - Additionally,you can usetheattribute **checktime** toset the timeofthefirstcondition check (alsopossible in combinationwith //onfail//).The //checktime// can be an expressionwith variablesandis evaluatedwhen thecueis enabled (when the condition checkswould normally start ΓÇô for root cuesthat happens at game start, otherwiseafter the parent cue becomes active).119 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 161 161 162 - Examples:121 +{{code}}<cue┬áname="CueName">┬á <conditions> [...]┬á </conditions>┬á <delay┬áexact="5s" />┬á <actions> [...]┬á </actions>┬á <cues> [...]┬á </cues></cue>{{/code}} 163 163 164 - Checkconditionsevery5seconds,butstart checking only1houraftergame start.123 +(% 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. 165 165 166 -{{code language="xml"}} 167 -<cue name="Foo" checktime="1h" checkinterval="5s"> 168 - <conditions> 169 - [...] 170 -</cue> 171 -{{/code}} 125 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 172 172 173 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 174 174 175 -{{code language="xml"}} 176 -<cue name="Foo" checktime="player.age + 3s" onfail="cancel"> 177 - <conditions> 178 - [...] 179 -</cue> 180 -{{/code}} 128 +(% id="categorybroken_macroanchorconditions" %) 181 181 182 - Theattributes //onfail//,//checkinterval//, //checktime//arenot allowedfor cues with event conditions.130 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 183 183 184 -{{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}} 132 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 188 188 189 -= =Actions ==134 +**(% 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. 190 190 191 - The<actions>node contains theactionsthatareperformedone afteranother,withoutnydelayinbetween.You can enforce a delayafter activation of the cueand actual actionperformance, usinga<delay> node rightbeforethe <actions>:136 +**(% 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. 192 192 193 -{{code language="xml"}} 194 -<delay min="10s" max="30s"/> 195 -{{/code}} 138 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 196 196 197 - Note thatduring thedelaythecue is alreadyinthe activestate,andthesub-cues havebeenenabled! If you wantto makeurethat a sub-cueonlybecomes active after this cue is complete,thereis ausefuleventforthat:140 +{{code}}<conditions>┬á <event_object_destroyed┬áobject="$target"/></conditions>{{/code}} 198 198 199 -{{code language="xml"}} 200 -<event_cue_completed cue="parent"/> 201 -{{/code}} 142 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 202 202 203 - <actions>is optional. Leavingitoutmay beuseful if you only want toenablesub-cues afterthecue's conditioncheck. Thestateransition fromactive tocompletewill stilltakethe <delay> nodeintoaccount.144 +{{code}}<conditions>┬á <event_player_killed_object/>┬á <check_value┬ávalue="event.param.isclass.turret"/></conditions>{{/code}} 204 204 205 - Notethat theMD scriptlanguageis notsigned as a programming language. The actionsare performed insequence,although theycan be nested toformmorecomplex structures. Loops andconditionalsexist tosome extent, but not necessarily inthesense thata programmermightexpect. Analogouslyto <check_all> and<check_any>,youcan use **<do_all>** to performall the containedsub-node actions,and **<do_any>** to perform onlyone of them. <do_all> is particularly useful when nested in a <do_any>.146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check: 206 206 207 - Example,whichselectsonefthe threetextsrandomly:148 +{{code}}<conditions>┬á <check_any>┬á ┬á <event_cue_completed┬ácue="Cue1"/>┬á ┬á <check_all>┬á┬á ┬á┬á <event_player_killed_object/>┬á┬á ┬á┬á <check_value┬ávalue="event.param.isclass.turret"/>┬á ┬á </check_all>┬á </check_any>┬á <check_age┬ámin="$starttime"/></conditions>{{/code}} 208 208 209 -{{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}} 150 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below. 218 218 219 -{{info}} 220 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 221 -{{/info}} 152 +**(% 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;" %) 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. 222 222 154 +(% 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;" %). 223 223 156 +* 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). 157 +\\ 158 +* (% 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. 224 224 225 - Eachchildactionina <do_any>nodecan have a//**weight**//attribute,which canbeusedto controlthe randomselection of anaction node.The default weight ofachild node is1.160 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% 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 first condition check (also possible in combination 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 expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 226 226 227 - Alsoavailable is**<do_if>**, which completes the enclosed action(s) onlyif one provided valueis non-null or matches another. Directly after a <do_if> node, you can add one ormore **<do_elseif>** nodesto 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<do_elseif>. Its executedonlyifnoneof the conditionsaremet.162 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 228 228 229 - **<do_while>** also exists, but shouldbeusedcarefully, sinceit is the only actionthatcouldcauseaninfiniteloop,whichfreezesthe gamewithoutany chance ofrecovery.164 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 230 230 231 - Every action can havea //**chance**//attribute, if younly wantit tobe performed with thatchance, given as percentage. Otherwise itwill simply be skipped. Ifchanceis used on aconditionalactionsuch as <do_if>,the scriptwill behave as ifthecondition check failed.166 +{{code}}<cue┬áname="Foo"┬áchecktime="1h"┬ácheckinterval="5s">┬á <conditions>┬á [...]</cue>{{/code}} 232 232 233 -= Libraries=168 +(% 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. 234 234 235 - Libraries arecues whicharenotreated directly butonly serve astemplates forother cues.Thisallowsformodularisation, so youre-uselibrarycues inmanydifferentmissions.170 +{{code}}<cue┬áname="Foo"┬áchecktime="player.age + 3s"┬áonfail="cancel">┬á <conditions>┬á [...]</cue>{{/code}} 236 236 237 -{{info}} 238 -The syntax of libraries is considerably different from the syntax in the MD of X3TC. 239 -{{/info}} 172 +(% 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. 240 240 174 +\\ 241 241 242 242 243 -Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 244 244 245 -{{code language="xml"}} 246 -<library name="LibFoo" checktime="1h" checkinterval="5s"> 247 - <conditions> 248 - [...] 249 -</library> 250 -{{/code}} 178 +{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 251 251 252 -Although it is called library, it's basically just a cue that doesn't do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 253 253 254 -To use a library, use the attribute ref: 255 255 256 -{{code language="xml"}} 257 -<cue name="Foo" ref="LibFoo"/> 258 -{{/code}} 182 +\\ 259 259 260 - Thiswill create acue with the name Foo that behaves just like the library cue LibFoo. Inthisexample, 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:184 +(% id="actions" %) 261 261 262 -{{code language="xml"}} 263 -<cue name="Foo" ref="md.ScriptName.LibFoo"/> 264 -{{/code}} 186 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 265 265 266 - Whenthe ref attribute isprovided,allotherattributes(exceptfor name)will beignoredand takenfromthelibrarycue instead.(Bydefaulta librarycreatesitsownnamespace,as ifnamespace="static"were specified.See thesectionabout namespaces.)188 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 267 267 268 - Also all sub-cuesof theibrary will be createdas sub-cues of the cue that uses it. Theyare defined in the library as <cue>, notas<library>. (Although you can define a library as a sub-cue of another library, the location in the file does notmatter, as already stated above.) Itiseven possibleto reference other libraries in sub-cuesof a library!190 +{{code}}<delay┬ámin="10s"┬ámax="30s"/>{{/code}} 269 269 270 - IncontrasttoX3TC, a cue that referencesalibraryalsohasitsown name(Fooin theexample above),soothercuescan accessitin expressionsbythatname.Sub-cuesof Foo cannotbeaccessedby their namethough. Within thelibrary itself, expressions canuseall namesofcuesthat belongto thelibrary (the<library>andall sub-cues). They willbetranslatedproperly whenhe libraryis referenced.Examples:192 +(% 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: 271 271 272 -{{code language="xml"}} 273 -<cue name="Foo" ref="LibFoo"/> 274 -<cue name="Bar" ref="LibFoo"/> 194 +{{code}}<event_cue_completed┬ácue="parent"/>{{/code}} 275 275 276 -<library name="LibFoo"> 277 - <actions> 278 - <cancel_cue cue="this"/> 279 - <cancel_cue cue="LibFoo"/> 280 - <cancel_cue cue="Foo"/> 281 - <cancel_cue cue="Baz"/> 282 - <cancel_cue cue="md.Script.Foo"/> 283 - <cancel_cue cue="md.Script.LibFoo"/> 284 - <cancel_cue cue="md.Script.Baz"/> 285 - </actions> 286 - <cues> 287 - <cue name="Baz"> [...] 288 - </cues> 289 -</library> 290 -{{/code}} 196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account. 291 291 292 -{{warning}} 293 -These examples are definitely <u>not</u> examples of good scripting style. 294 -{{/warning}} 198 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 295 295 200 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly: 296 296 202 +{{code}}<actions>┬á<do_any>┬á┬á <debug_text┬átext="'Hello world'"/>┬á┬á <debug_text┬átext="'Welcome to the MD'"/>┬á┬á <debug_text┬átext="'And now for something completely different'"/>┬á</do_any><actions>{{/code}} 297 297 298 - So whenwriting thelibrary, youdon'thavetoworryaboutnamenfusion,just usethenamesof cues in yourlibrary and itwill work asexpected whenthelibrary is used. Names of cuesthat do not belongothe library will not be availableinexpressions(see Fooin the exampleabove), however,namesof otherlibrariesin the fileareavailablewhen referencingthemin theref attribute.204 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}} 299 299 300 -Notes: 301 301 302 -* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 303 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 304 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 305 305 306 -== LibraryParameters==208 +(% 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. 307 307 308 - Alibrarycanbeparametrised,so that it canbeadaptedto the needs of amissionsthatusesit.You can define requiredand/or optionalparameters for a library,andill bevalidatedatadtimehatthe userofhelibraryhasprovidedallrequiredparameters.210 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 309 309 310 - Parameters are definedlike this:212 +**(% 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. 311 311 312 -{{code language="xml"}} 313 -<library name="Lib" onfail="cancel"> 314 - <params> 315 - <param name="foo"/> 316 - <param name="bar" default="42"/> 317 - <param name="baz" default="player.age"/> 318 - </params> 319 - [...] 320 -</library> 321 -{{/code}} 214 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if 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. 322 322 323 - Ifa defaultvalueis supplied, the parameterisregarded as optional,otherwise it's required. When providing the actual parametersin a referencing cue, note that there isno<params>node:216 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 324 324 325 -{{code language="xml"}} 326 -<cue name="Foo" ref="Lib"> 327 - <param name="foo" value="race.argon"/> 328 - <param name="bar" value="0"/> 329 -</cue> 330 -{{/code}} 331 331 332 - The values(includingdefault values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it startschecking the conditions. They will be available tothe cue as variables,usingtheparametername with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and$baz would becreated.219 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 333 333 334 -{{code language="xml"}} 335 -<library name="Lib"> 336 - <params> 337 - <param name="foo"/> 338 - </params> 339 - <actions> 340 - <debug_text text="$foo"/> 341 - </actions> 342 -</library> 343 -{{/code}} 221 +(% id="libraries" %) 344 344 345 - Ifyourlibrary issupposedto provide a result to thelibrary user, it is recommended tostorea predefined variable inthelibrary cue with a standardised name, e.g. $result. The user will be able toead itvia CueName.$result. This variable doesnothave to be defined as a parameter but should be documentedin the library.223 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 346 346 347 -= Instantiation=225 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 348 348 349 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 350 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 351 -\\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 227 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}} 352 352 353 -== Cleaning up instances explicitly == 354 354 355 -Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 356 356 357 -{{info}} 358 -<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards. 359 -{{/info}} 231 +(% 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: 360 360 361 -== Accesstonces ==233 +{{code}}<library┬áname="LibFoo"┬áchecktime="1h"┬ácheckinterval="5s">┬á <conditions>┬á [...]</library>{{/code}} 362 362 363 -{{info}} 364 -This sub-section requires basic knowledge of script expressions. 365 -{{/info}} 235 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called 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. 366 366 237 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 367 367 239 +{{code}}<cue┬áname="Foo"┬áref="LibFoo"/>{{/code}} 368 368 369 - Incasefinstances with sub-instances,youwilloftenwant toaccessarelatedinstancefromthecurrentone.Likein the non-instancecase,youcansimplywritethecue name inanexpression toreferencethatcue.However, youshouldbeawareofthepitfalls thatareaccompaniedby this.241 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix: 370 370 371 - When you useacuefromthesame scriptinanexpression, it will alwaysbe resolved tosome cue - usually a staticcue, even if it is still in the disabled state, but it can alsobe an instance, if it is "related" to thecurrent one.243 +{{code}}<cue┬áname="Foo"┬áref="md.ScriptName.LibFoo"/>{{/code}} 372 372 373 - Relatedmeansthathiscue andthe referencedcuehave acommonancestorinstance,and the referencedcueisadirect(non-instantiated)descendantofthatcommon ancestor.245 +(% 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.(%%)) 374 374 375 - Example chart:247 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 376 376 377 - [[~[~[image:MissionDirectorGuide-Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]249 +(% 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: 378 378 379 - Thischartpresentsascriptof5 cues:Foo, Bar, SubBar, Baz and SubBaz.Continuous arrowsdenoteparent-childrelationship.Foo andBazareinstantiating cues (highlightedwithredborder).Thestaticsalwaysexist,although staticchildren ofinstantiatingcuescannever become active. Instancesonlyexistaslongastheyareneeded.251 +{{code}}<cue┬áname="Foo"┬áref="LibFoo"/><cue┬áname="Bar"┬áref="LibFoo"/><library┬áname="LibFoo">┬á <actions>┬á ┬á <cancel_cue┬ácue="this"/>┬á┬á┬á ┬á┬á┬á┬á┬á┬á┬á┬á <!-- Cancels the cue referencing LibFoo -->┬á ┬á <cancel_cue┬ácue="LibFoo"/>┬á┬á┬á ┬á┬á ┬á ┬á <!-- Cancels the cue referencing LibFoo -->┬á ┬á <cancel_cue┬ácue="Foo"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- Error, Foo not found in library -->┬á ┬á <cancel_cue┬ácue="Baz"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- Cancels Baz in the referencing cue -->┬á ┬á <cancel_cue┬ácue="md.Script.Foo"/>┬á┬á┬á <!-- Cancels Foo -->┬á ┬á <cancel_cue┬ácue="md.Script.LibFoo"/>┬á<!-- Error, trying to cancel library -->┬á ┬á <cancel_cue┬ácue="md.Script.Baz"/>┬á┬á┬á <!-- Error, trying to cancel library sub-cue -->┬á </actions>┬á <cues>┬á ┬á <cue┬áname="Baz"> [...]┬á<!-- Sub-cue is created in all cues referencing LibFoo -->┬á </cues></library>{{/code}} 380 380 381 - Exampleons:253 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 382 382 383 -* In the static tree: Cue names in expressions are always resolved to the static cues. 384 -* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 385 -* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 386 -* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 387 -* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 388 -* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 389 389 390 -In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 391 391 392 - To getealstaticcuethatalwaysexists andservesastemplatefor instances,use theproperty**staticbase**.Thisworksforallcues, evenforthe staticcuesthemselves.257 +(% 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. 393 393 394 - Ingeneral, to access ancestors of theurrent cue, you can alsouse the keyword**parent**, also recursively as propertiesofothercues (such as **parent.parent.parent).**259 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 395 395 396 -You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 261 +* (% 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). 262 +* (% 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! 263 +** (% 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. 397 397 398 - ==Pitfalls==265 +(% id="library-parameters" %) 399 399 400 - Someadditionalmmonpitfalls with respect toinstantiationarelisted here. There maybe more.267 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 401 401 402 - ***Conditionswithresults:** If theinstantiatingcuehasconditionswithresults,those results arestoredinvariables-butin the variablesofthestaticcue, notof theinstance!Sointhe<actions>youhavetoaccessthevariables viathe**static **keyword:269 +(% 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. 403 403 404 -{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}} 405 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 406 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 271 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 407 407 408 -* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there. 409 -* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances. 273 +{{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}} 410 410 411 -= Expressions=275 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 412 412 413 - Most of theattributevalues inctions and conditions are interpreted as scriptexpressionsand parsed accordingly. An expression is a phrasethat can be evaluated tosinglevalue. The simplestexpressionsareactualnumericvalues and strings, socalled **literals:**277 +{{code}}<cue┬áname="Foo"┬áref="Lib">┬á<param┬áname="foo"┬ávalue="race.argon"/>┬á<param┬áname="bar"┬ávalue="0"/></cue>{{/code}} 414 414 415 -* {{code language="xml"}}0{{/code}} (integer number) 416 -* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 417 -* {{code language="xml"}}3.14159{{/code}} (floating point number) 418 -* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 419 -* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 279 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 420 420 421 -{{info}} 422 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 423 -{{/info}} 281 +{{code}}<library┬áname="Lib">┬á <params>┬á ┬á <param┬áname="foo"/>┬á </params>┬á <actions>┬á ┬á <debug_text┬átext="$foo"/>┬á </actions></library>{{/code}} 424 424 283 +(% 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 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. 425 425 285 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 426 426 427 -You can write string literals by putting the string in single quotes: 428 428 429 -* {{code language="xml"}}'Hello world'{{/code}} 430 -* {{code language="xml"}}''{{/code}} (empty string) 431 -* {{code language="xml"}}'String with a line break\n'{{/code}} 288 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 432 432 433 -{{info}} 434 -Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and ''' 435 -''' for the backslash itself. 436 -{{/info}} 290 +(% id="instantiation" %) 437 437 438 -= =Numeric datatypesandsuffixes==292 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) = 439 439 440 - Numberscanhaveasuffixthatdetermines their numeric type.There are also numerical data typeslike"money" or "time"which can onlybe expressedby using an appropriateunit suffix:294 +(% 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;" %). If you 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. 441 441 442 -* {{code language="xml"}}5000000000L{{/code}} (large integer) 443 -* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 444 -* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 445 -* {{code language="xml"}}500m{{/code}} (Length in metres) 446 -* {{code language="xml"}}10s{{/code}} (Time in seconds) 447 -* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 296 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (% 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, 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. 448 448 449 -A s pace between number andsuffixis allowed.298 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - 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. 450 450 451 - Hereishemplete listof numericdata types andrespondingunit suffixes:300 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 452 452 302 + 303 +(% id="cleaning-up-instances-explicitly" %) 304 + 305 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 306 + 307 +(% 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. 308 + 309 +{{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>"/}} 310 + 311 + 312 + 313 +(% id="access-to-instances" %) 314 + 315 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 316 + 317 + 318 + 319 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 320 + 321 + 322 + 323 +(% 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. 324 + 325 +(% 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. 326 + 327 +(% 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. 328 + 329 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 330 + 331 +(% 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]] 332 + 333 + 334 +(% 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. 335 + 336 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 337 + 338 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 339 +* (% 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). 340 +* (% 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. 341 +* (% 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) 342 +* (% 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. 343 +* (% 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. 344 + 345 +(% 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. 346 + 347 +(% 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. 348 + 349 +(% 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).(%%)** 350 + 351 +(% 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.) 352 + 353 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 354 + 355 + 356 +(% id="pitfalls" %) 357 + 358 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 359 + 360 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 361 + 362 +* **(% 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: 363 +\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 364 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 365 +\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 366 +* **(% 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. 367 +* **(% 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. 368 + 369 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 370 + 371 +(% id="categorybroken_macroanchorexpressions" %) 372 + 373 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 374 + 375 +(% 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;" %) 376 + 377 + 378 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 379 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 380 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 381 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 382 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 383 + 384 + 385 + 386 +{{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>"/}} 387 + 388 + 389 + 390 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 391 + 392 +* {{code}}'Hello world'{{/code}} 393 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 394 +* {{code}}'String with a line break\n'{{/code}} 395 + 396 + 397 + 398 +{{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>"/}} 399 + 400 + 401 + 402 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 403 + 404 + 405 +(% id="numeric-data-types-and-suffixes" %) 406 + 407 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 408 + 409 +(% 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: 410 + 411 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 412 +* (% 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) 413 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 414 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 415 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 416 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 417 + 418 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 419 + 420 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 421 + 422 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 423 + 424 + 453 453 (% style="margin-left: 0.0px;" %) 454 454 ((( 455 -|Data type|Suffix|Examples|Description 456 -|null|(none)|null|Converted to non-null data type of value 0 when needed. 457 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 458 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 459 -|float|f| 460 -3.14 461 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 462 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 463 -|money|ct (default) 464 -\\Cr|200Cr 465 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 466 -|length| 467 -m (default) 468 -\\km| 469 -500m 470 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 471 -|angle| 472 -rad (default) 473 -\\deg| 474 -90deg 475 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 476 -|hitpoints|hp|100hp|Hit points 477 -|time| 478 -ms 479 -\\s (default) 480 -\\min 481 -\\h| 482 -800ms 483 -\\1.5s 484 -\\10min 485 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 427 +\\ 428 + 429 + 430 + 431 +|(%%)(% 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 432 +|(%%)(% 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. 433 +|(%%)(% 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. 434 +|(%%)(% 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. 435 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 436 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 437 +\\(% 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. 438 +|(%%)(% 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). 439 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 440 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 441 +\\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. 442 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 443 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 444 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 445 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 446 +\\(% 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. 447 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 448 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 449 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 450 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 451 +\\(% 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. 452 +|(%%)(% 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 453 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 454 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 455 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 456 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 457 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 458 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 459 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 460 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 461 +\\(% 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. 486 486 ))) 487 487 488 -{{info}} 489 -All unit data types are floating point types, except for money, which is an integer data type. 490 -{{/info}} 464 +{{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>"/}} 491 491 492 - == Operators ==466 +\\ 493 493 494 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported 495 495 469 + 470 +(% id="categorybroken_macroanchoroperators" %) 471 + 472 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 473 + 474 +(% 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: 475 + 476 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 477 + 478 + 496 496 (% style="margin-left: 0.0px;" %) 497 497 ((( 498 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description 499 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 500 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 501 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 502 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 503 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 504 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 505 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 506 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 481 +\\ 482 + 483 + 484 + 485 +|(%%)(% 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 486 +|(%%)(% 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 487 +|(%%)(% 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 488 +|(%%)(% 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 489 +|(%%)(% 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) 490 +|(%%)(% 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 491 +|(%%)(% 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 492 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 493 +|(%%)(% 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 507 507 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 508 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Denotes positive number (no effect)509 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Negates the following number510 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{codelanguage="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise511 -|typeof|unary| 512 -{{code language="xml"}}typeof null{{/code}}513 -\\{{code language="xml"}}typeof 0{{/code}}514 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}|515 -{{code language="xml"}}datatype.null{{/code}}516 -\\{{code language="xml"}}datatype.integer{{/code}}517 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]518 -|sin|unary| 519 -{{code language="xml"}}sin(30deg){{/code}}520 -\\{{code language="xml"}}sin(pi){{/code}}|521 -{{code language="xml"}}0.5{{/code}}522 -\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)523 -|cos|unary| 524 -{{code language="xml"}}cos(60deg){{/code}}525 -\\{{code language="xml"}}cos(pi){{/code}}|526 -{{code language="xml"}}0.5{{/code}}527 -\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)528 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{codelanguage="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)529 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{codelanguage="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)530 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{codelanguage="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)531 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{codelanguage="xml"}}1000.0LF{{/code}}|Power532 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{codelanguage="xml"}}42{{/code}}|Multiplication533 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{codelanguage="xml"}}44.2{{/code}}|Division534 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{codelanguage="xml"}}2{{/code}}|Modulus (remainder of integer division)535 -|+|binary| 536 -{{code language="xml"}}1 + 1{{/code}}537 -\\{{code language="xml"}}'Hello' + ' world'{{/code}}|538 -{{code language="xml"}}2{{/code}}539 -\\{{code language="xml"}}'Hello world'{{/code}}|540 -Addition 541 -\\String concatenation 542 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{codelanguage="xml"}}0{{/code}}|Subtraction495 +|(%%)(% 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) 496 +|(%%)(% 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 497 +|(%%)(% 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 498 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 499 +{{code}}typeof null{{/code}} 500 +\\{{code}}typeof 0{{/code}} 501 +\\{{code}}typeof 'Hello world'{{/code}}| 502 +{{code}}datatype.null{{/code}} 503 +\\{{code}}datatype.integer{{/code}} 504 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 505 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 506 +{{code}}sin(30deg){{/code}} 507 +\\{{code}}sin(pi){{/code}}| 508 +{{code}}0.5{{/code}} 509 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 510 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 511 +{{code}}cos(60deg){{/code}} 512 +\\{{code}}cos(pi){{/code}}| 513 +{{code}}0.5{{/code}} 514 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 515 +|(%%)(% 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) 516 +|(%%)(% 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) 517 +|(%%)(% 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) 518 +|(%%)(% 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 519 +|(%%)(% 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 520 +|(%%)(% 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 521 +|(%%)(% 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) 522 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 523 +{{code}}1 + 1{{/code}} 524 +\\{{code}}'Hello' + ' world'{{/code}}| 525 +{{code}}2{{/code}} 526 +\\{{code}}'Hello world'{{/code}}| 527 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 528 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 529 +|(%%)(% 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 543 543 | 544 -lt 545 -\\ <(<)|binary|546 -{{code language="xml"}}1 lt 3{{/code}}547 -\\{{code language="xml"}}1<3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than531 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 532 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 533 +{{code}}1 lt 3{{/code}} 534 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than 548 548 | 549 -le 550 -\\ <=|binary|551 -{{code language="xml"}}1 le 3{{/code}}552 -\\{{code language="xml"}}1<= 3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than or equal to536 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 537 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 538 +{{code}}1 le 3{{/code}} 539 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to 553 553 | 554 -gt 555 -\\ >(>)|binary|556 -{{code language="xml"}}1 gt 3{{/code}}557 -\\{{code language="xml"}}1<3{{/code}}|{{codelanguage="xml"}}false{{/code}}|Greater than541 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 542 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 543 +{{code}}1 gt 3{{/code}} 544 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than 558 558 | 559 -ge 560 -\\>=|binary| 561 -{{code language="xml"}}1 ge 3{{/code}} 562 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 563 -|((( 564 -)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 565 -|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 566 -|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 567 -|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 546 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 547 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 548 +{{code}}1 ge 3{{/code}} 549 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 550 +|(%%)(% 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 551 +|(%%)(% 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 552 +|(%%)(% 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) 553 +|(%%)(% 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) 568 568 | 569 569 if ... then ... 570 570 \\if ... then ... else ...|ternary| 571 -{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 572 -\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 573 -{{code language="xml"}}null{{/code}} 574 -\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 557 +{{code}}if 1 == 2 then 'F'{{/code}} 558 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 559 +{{code}}null{{/code}} 560 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 561 + 562 + 563 +\\ 564 + 565 + 575 575 ))) 576 576 577 - ===Operator===568 +(% id="operator-precedence-rules" %) 578 578 579 - Youcangroupsub-expressions using parentheses, but ifyou don't, thefollowing orderof operations is applied, sothat 5-1+2*3 == 10 as you wouldxpect. Theorder is the same asinthe table above,but there are operatorswith the sameprecedence- these are appliedfrom left to right.570 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 580 580 581 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 582 -* Power operator: ^ 583 -* Multiplicative: *, /, % 584 -* Additive: +, - 585 -* Comparison: lt, le, gt, ge 586 -* Equality: ==, != 587 -* and 588 -* or 589 -* if/then/else (lowest precedence) 572 +(% 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. 590 590 591 -=== Type conversion === 592 592 593 -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: 575 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 576 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 577 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 578 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 579 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 580 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 581 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 582 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 583 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 594 594 595 -* Null and something else: The null value will be interpreted as "0" of the other type. 596 -* Two non-unit integers: The result will be an integer of the largest involved type. 597 -* Two non-unit numbers, not all integers: The result will be the largest involved float type. 598 -* Non-unit and unit: The result will be the unit type. 599 -* Two different units: The types are incompatible. This is an error, the result is undefined. 585 +(% id="type-conversion" %) 600 600 601 - Formultiplicationand division,this maynot be intuitive in all cases: Dividing alength by anotherlength results in a length-sof you wanttohavea simplefloat as a result, you will have toconvertit manually.587 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 602 602 603 - Thereisaway toconvertanumberintoadifferent typemanually:Youappendthecorresponding suffixto asub-expressionin parentheses,like this:589 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 604 604 605 -* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 606 -* {{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}} 591 +* (% 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. 592 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 593 +* (% 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. 594 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 595 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 607 607 608 - Whenconvertingto anon-defaultunittype, this meansyouinterpretthe numberasinthegivenunits:"{{code language="xml"}}(1km+500m)h{{/code}}"meansthatyouinterpret1500mas1500 hours,sotheresultingvaluewillbe1500x3600seconds. (As stated above,thedefault unitforalength is metres.)597 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 609 609 610 - Thedivisionoperationwill be anintegerdivision(roundingtowardszero)if both operandsareintegers(seetheexamplein thetableabove). So if youwantto geta floatingpointresult,you havetomakesurethat at leastoneoftheoperandsis a floatingpointtype.599 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 611 611 612 -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: 601 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 602 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}} 613 613 614 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 615 -* {{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}} 604 +(% 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.) 616 616 617 - Asyoucansee,operators of thesameprecedence(+in thiscase) are alwaysevaluatedfromleft to right.606 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 618 618 608 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 619 619 620 -=== Boolean operators === 610 +* (% 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}} 611 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣ {{code}}'One plus one is not equal to 11.'{{/code}} 621 621 622 - Someadditionalnotes onBoolean operators(such as and,or, not,==):613 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 623 623 624 -* Of course a Boolean operation always results in true or false (integer 1 or 0). 625 -* 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**. 626 -* != 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. 627 -* "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 628 -** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 629 -* 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. 630 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 615 +(% id="boolean-operators" %) 631 631 632 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Stringsandformatting==617 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 633 633 619 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 634 634 635 -{{{==}}} 636 636 637 -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: 622 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 623 +* (% 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;" %). 624 +* (% 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. 625 +* (% 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 626 +** 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 $foo is not checked at all) 627 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 628 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 638 638 639 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 640 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 630 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 641 641 642 -See also the section about [[value properties>>MediaWiki.NULL]]. 643 643 644 -Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 645 -\\To get a percent character in the result string, use '%%' in the format string. 646 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 647 -\\**[New as of X Rebirth 4.0]** 648 -\\ 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): 633 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 634 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 635 +\\(%%) == 649 649 650 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 651 -* {{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) 652 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 637 +(% 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: 653 653 639 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 640 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 641 + 642 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 643 + 644 +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'. 645 + 646 +To get a percent character in the result string, use '%%' in the format string. 647 + 648 + 649 +(% 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. 650 + 651 +**[New as of X Rebirth 4.0]** 652 + 653 +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): 654 + 655 +* {{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) 656 +* {{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) 657 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 658 + 654 654 Additional remarks: 655 655 656 656 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 657 -* 662 +* ┬áIf "," is used without "." then any fractional digits are discarded. 658 658 * "." 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). 659 659 660 -{{info}} 661 -There are also special methods to [[NULL|format money values and time values]] using the "formatted" property. 662 -{{/info}} 663 663 664 -== Lists == 665 665 666 - Another examplefora non-numeric value islist: It is an orderedcollection of otherarbitrary values (calledarray or vectortherlanguages).It can beconstructed withinanexpression usingthe[[~[~] syntax>>MediaWiki.NULL]]. Itmayalsobe generated byspecialactions andconditions, and thereareactionsthatcan [[insertorremovevalues>>MediaWiki.NULL]].667 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.</span>"/}} 667 667 668 -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 "[ ]". 669 669 670 -{{info}} 671 -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." 672 -{{/info}} 673 673 674 - Listsarestored in variables as references, somultiple variables can refer tothe same **shared list**:If you change a shared list through a variable,e.g. by changingthevalue of an element, you changeit as well forll other variables. However, the operators == and!= canalsobe used ontwo distinct lists to comparetheir elements.671 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 675 675 676 -{{info}} 677 -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. 678 678 679 - Badusage attemptingtove the last element of the list: <remove_from_listname="$List"exact="$List.{$List.count}"/>674 +(% id="categorybroken_macroanchorlists" %) 680 680 681 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 682 -{{/info}} 676 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 683 683 678 +(% 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]]. 679 + 680 +(% 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¥. 681 + 682 +{{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>"/}} 683 + 684 + 685 + 686 +(% 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. 687 + 688 +{{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. 689 + 690 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 691 + 692 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 693 + 694 + 695 + 696 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 697 + 698 + 684 684 (% id="categorybroken_macroanchortables" %) 685 -== Tables == 686 686 687 - Tablesareassociative arrays - they arelikelists, but youcan assign values to(almost)arbitrary keys,notjust to indexnumbers. Atable is constructedwithin anexpression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for howto access the contents of a table. [[Creating and removingentries>>MediaWiki.NULL]] works similarly to lists, but insteadof inserting, you simplyassign a value to a tablekey. If the key doesnot exist yet, it will be created.701 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 688 688 689 - Almost all values are allowed as table keys,but there are afew exceptions:703 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 690 690 691 -* Strings must start with '$', like variables 692 -* null cannot be used as table key (but the number 0 is valid) 693 -* Lists, tables, groups and buildplans cannot be used as table keys 694 694 695 - These restrictionsonlyapply tothe keys,thereareno restrictionsforvalues thatyou assigntothem.For example:706 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 696 696 697 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 698 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 708 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 709 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 710 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 711 +\\ 699 699 700 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 701 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 702 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 703 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 713 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 704 704 705 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 715 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 716 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 706 706 707 -== Value properties == 708 708 709 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. 710 710 711 -Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 712 712 713 -You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 722 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$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 723 +* (% 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 '$' 724 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 714 714 715 -* 1 ⟹ 42 716 -* 2 ⟹ null 717 -* 3 ⟹ 'text' 718 -* 'count' ⟹ 3 719 719 720 - Asyoucansee, a propertykeycanbe anumber or atring. Actuallythereisnorestrictionregardingthedatatype of thekey.727 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 721 721 722 -You can look up a property by appending a dot and the key in curly braces: 723 723 724 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 725 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 726 -* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 727 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 730 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 728 728 729 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 730 730 731 -* {{code language="xml"}}[42].{'count'}{{/code}} 732 -* {{code language="xml"}}$ship.{'name'}{{/code}} 733 -* {{code language="xml"}}$ship.{'class'}{{/code}} 734 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 733 +(% id="categorybroken_macroanchorvalue-properties" %) 735 735 736 - Butitisasierjustwritethe property key without braces,which is equivalent:735 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 737 737 738 -* {{code language="xml"}}[0].count{{/code}} 739 -* {{code language="xml"}}$ship.name{{/code}} 740 -* {{code language="xml"}}$ship.class{{/code}} 741 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 737 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 742 742 743 -( Inthis case,$shipisaable.Allvariablesstartwitha"$",so theycannot beconfusedwithkeywords.)739 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt 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. 744 744 745 - Alisthas evenmore properties:741 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 746 746 747 -**random'** returns a randomly chosen element (which requires that the list is non-empty) 743 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 744 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 745 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 746 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 748 748 749 - **min'**and'**max'**returntheminimum ormaximum(all elementshave tobenumeric)748 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 750 750 751 - *{{codelanguage="xml"}}[1,6,8].min{{/code}}⟹1750 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces: 752 752 753 -**average'** returns the average (but all element types have to be compatible) 752 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 753 +* (% 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) 754 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 755 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) 42 754 754 755 -* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 756 756 757 - **indexof'**isfollowedby another property,andtheindexof thefirstoccurence ofthatkey inthelistsreturned,or0 if it'snotin thelist758 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above: 758 758 759 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 760 +* {{code}}[42].{'count'}{{/code}} 761 +* {{code}}$ship.{'name'}{{/code}} 762 +* {{code}}$ship.{'class'}┬á{{/code}} 763 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 764 +\\ 760 760 761 - **clone'**createsashallowcopyofthelist(i.e. liststhat arecontainedaselementsinthelistarenot copied,only thereferenceto them)766 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 762 762 763 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 768 +* {{code}}[0].count{{/code}} 769 +* {{code}}$ship.name{{/code}} 770 +* {{code}}$ship.class{{/code}} 771 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 772 +\\ 764 764 765 - Atable hasdifferentproperties:774 +(% 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 cannot be confused with keywords.) 766 766 767 -* '**clone'** creates a shallow copy of the table 768 -* '**keys'** allows you to access data about the table's keys 776 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 769 769 770 - However,'keys' alonewill notgiveyouaresult.'keys'mustbefollowedbyanotherkeywordto retrievethedesiredinformation,forexample:778 +(% 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 chosen element (which requires that the list is non-empty) 771 771 780 +(% 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) 772 772 782 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 773 773 774 - *{{codelanguage="xml"}}$table.keys.list{{/code}}:Yieldsalist ofallkeysinthetable(reliably sortedbykey ifallkeys arenumeric)784 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible) 775 775 776 -* {{code language="xml"}}$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) 777 -* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 786 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 778 778 779 -{{info}} 780 -The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 781 -{{/info}} 788 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 782 782 783 - ===(%id="lookup-tests-and-suppressing-errors" %)Lookup testsandsuppressingerrors(%%)===790 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣ 3 784 784 785 - Ifyoulookup a property thatdoesnotexist, therewillbeanerror,andtheresultwill beull.Totestwhetherapropertyexists,you canappend aquestionmark"?" tohelookup, which yieldstrue orfalse:792 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 786 786 787 -* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 788 -* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 789 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 794 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 790 790 791 - Thequestion markcaneven be appliedtovariables:796 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 792 792 793 -* {{codelanguage="xml"}}$list{{/code}} ⟹ The value storedunderhename$list,or anerrorif thereis no such variable794 -* {{codelanguage="xml"}}$list?{{/code}}⟹ trueifthevariable exists,false otherwise798 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 799 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 795 795 796 - Tolookupthevaluefaproperty althoughitmaynotexist,youcanuse theat-sign"@"asprefix:801 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 797 797 798 -* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 799 -* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 800 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 801 801 802 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 804 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 805 +\\ 806 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 807 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 803 803 804 -=== Static lookups === 805 805 806 -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. 807 807 808 - Hereare afewenumerationclasses andcorresponding examplelookupvalues:811 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}} 809 809 813 + 814 + 815 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 816 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 817 +\\(%%) === 818 + 819 +(% 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: 820 + 821 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 822 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 823 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 824 + 825 + 826 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 827 + 828 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 830 + 831 +(% 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: 832 + 833 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 835 +* (% 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 836 + 837 +(% 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. 838 + 839 +\\ 840 + 841 +(% id="static-lookups" %) 842 + 843 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 844 + 845 +(% 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. 846 + 847 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 848 + 810 810 (% style="margin-left: 0.0px;" %) 811 811 ((( 812 -|Data type (= value name)|Examples|Description 813 -|class| 814 -class.ship 815 -\\class.ship_xl 816 -\\class.space 817 -\\class.weapon|Component classes 818 -|purpose| 819 -purpose.combat 820 -\\purpose.transportation|Purposes 821 -|killmethod| 822 -killmethod.hitbybullet 823 -\\killmethod.hitbymissile|Ways to die (already used before destruction) 824 -|datatype| 825 -datatype.float 826 -\\datatype.component 827 -\\datatype.class 828 -\\datatype.datatype|Script value datatypes 829 -|profile| 830 -profile.flat 831 -\\profile.increasing 832 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 833 -|cuestate| 834 -cuestate.waiting 835 -\\cuestate.active 836 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 837 -|level| 838 -level.easy 839 -\\level.medium 840 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 841 -|attention| 842 -attention.insector 843 -\\attention.visible 844 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 845 -|ware| 846 -ware.ore 847 -\\ware.silicon|Wares 848 -|race| 849 -race.argon 850 -\\race.boron|Races 851 -|faction| 852 -faction.player 853 -\\faction.argongovernment|Factions 851 +\\ 852 + 853 + 854 + 855 +|(%%)(% 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 856 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 857 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 858 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 859 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 860 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 861 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 862 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 863 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 864 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 865 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 866 +\\(% 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) 867 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 868 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 869 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 870 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 871 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 872 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 873 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 874 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 875 +\\(% 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]]) 876 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 877 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 878 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 879 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 880 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 881 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 882 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 883 +\\(% 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.) 884 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 885 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 886 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 887 +\\(% 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.) 888 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 889 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 890 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 891 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 892 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 893 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 894 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 895 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 896 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 854 854 ))) 855 855 856 -{{info}} 857 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 899 +{{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 858 858 859 859 <code>typeof $value == datatype.faction</code> 860 860 861 -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:903 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 862 862 863 -<code>(typeof $value).isstring</code>" 864 -{{/info}} 905 +<code>(typeof $value).isstring</code>"/}} 865 865 866 -{{info}} 867 -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." 868 -{{/info}} 907 +{{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>"/}} 869 869 870 - ===Playerproperties===909 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 871 871 872 -You can access many player-related game properties via the keyword "player": 873 873 874 -* player.**name**: The player's name 875 -* player.**age**: The passed in-game time since game start 876 -* player.**money**: The money in the player's account 877 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 912 +(% id="player-properties" %) 878 878 879 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 880 -* player.**entity**: The actual player object 914 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 881 881 882 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 883 -* player.**copilot**: The co-pilot NPC 916 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 884 884 918 +* (% 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 919 +* (% 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 920 +* (% 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 921 +* (% 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 922 +\\ 923 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 924 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 925 +\\ 926 +* (% 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 927 +* (% 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 928 + 885 885 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. 886 886 887 - ===Safe===931 +(% id="safe-properties" %) 888 888 889 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:933 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) === 890 890 891 -* exists 892 -* isoperational 893 -* iswreck 894 -* isconstruction 895 -* available 896 -* isclass.(...) 935 +(% 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: 897 897 898 -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. 937 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 938 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 939 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 940 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 941 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 942 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 899 899 900 - ===(%id="categorybroken_macroanchormoney-and-time-formatting"%)Money and timeformatting(%%)===944 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties will not cause errors when used on ΓÇ£nullΓÇ¥ 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 ΓÇ£availableΓÇ¥ 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. 901 901 902 -**[New as of X Rebirth 4.0]** 903 -\\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. 946 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 947 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 948 +\\(%%) === 904 904 905 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 906 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 950 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 907 907 908 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 909 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 952 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 910 910 911 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 954 +* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 955 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 956 +\\ 957 +* {{code}}$time.formatted.{'formatstring'}{{/code}} 958 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 912 912 913 - Whenformatting the moneyvalue, any specifier (such as '%s')intheformatstringis replacedbythemoneyvalue,sousuallythe formatstringonlyconsists ofthisonespecifier. The following modifiers can beusedbetween'%'andthe specifiercharacter,to enableformatting options:960 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 914 914 962 +(% 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: 963 + 964 + 915 915 |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.) 916 916 |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'. 917 917 |.|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) 918 918 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 919 919 920 -By default, these options are disabled. 970 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled. 921 921 922 -More available specifiers (in addition to %s): 972 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s): 923 923 924 -* %k: Credits (truncated) in kilo format 925 -* %M: Credits (truncated) in Mega format 926 -* %G: Credits (truncated) in Giga format 927 -* %T: Credits (truncated) in Tera format 928 -* %Cr: Localised "Cr" string 929 -* %%: A % sign 974 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 975 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 976 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 977 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 978 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 979 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 980 +\\ 930 930 931 -Examples: 982 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 932 932 933 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 934 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 935 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 936 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 937 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 938 938 985 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 986 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 987 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 988 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 989 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 990 + 939 939 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 940 940 941 941 Examples: 942 942 943 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}}944 -* {{code language="xml"}}(151s).formatted.default{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}} (same as {'%T'})945 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31.000'{{/code}}946 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹{{codelanguage="xml"}}'0:02'{{/code}}995 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} 996 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'}) 997 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}} 998 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'0:02'{{/code}} 947 947 948 - ===Complete===1000 +(% id="complete-property-documentation" %) 949 949 950 - Toaccessthescriptpropertydocumentation that is included in the game, youcan 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 theHTML file __scriptproperties.html__ inthe game's root folder, and all files in the"libraries"sub-folder. For resolvingtextreferences in the browserautomatically,alsoxtract0001-L044.xmlinthe "t" sub-folder.1002 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) === 951 951 952 -The r awdocumentationdata is located in libraries/scriptproperties.xml,butitis recommendedto openscriptproperties.html inabrowser.1004 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 953 953 954 -{{info}} 955 -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: 1006 +(% 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. 956 956 957 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 958 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 959 -{{/info}} 960 960 961 - This providesyou with a complete list ofallsupported"basekeywords" andproperties.Tofilterinthislist,youcanenteranexpression inthext field:1009 +{{note body="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: 962 962 963 -* Enter the beginning of a base keyword 964 -* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 965 -* To see the properties of a base keyword or data type, enter a dot (".") 966 -* After the dot, you can enter a property name 967 -* You can also enter a dot (".") as first character to search globally for a property 1011 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1012 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 968 968 969 -{{info}} 970 -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. 971 -{{/info}} 972 972 973 -= MD refreshing and patching = 974 974 975 - Whenasaved game isloaded,thesaved MD stateisrestored,but also all MD filesare reloaded and changesinthemareappliedto theMDstate.Thisis called"refresh". It is alsopossible torefreshtheMDat run-time using thecommand"refreshmd"onthe in-gamecommand line. This isaconvenientwayto updateMDscriptswhilethegame is already running.1016 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field: 976 976 977 -== Details and restrictions == 1018 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1019 +* (% 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 1020 +* (% 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¥) 1021 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1022 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property 978 978 979 - Herearesome noteworthyfacts aboutrefreshing scriptsand cues, andthe restrictions:1024 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 980 980 981 -* 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). 982 -* 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. 983 -* 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. 984 -* You CANNOT change a <cue> to a <library> or vice versa. 985 -* 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.) 986 -* 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. 987 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 988 -* 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. 989 -* 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). 990 -* Adding root cues enables their condition checks immediately (if the module attribute allows it). 991 -* Adding sub-cues to active or complete cues enables their condition checks immediately. 992 -* 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. 993 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 994 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 995 995 996 -{{warning}} 997 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 998 -{{/warning}} 1027 +{{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>"/}} 999 999 1000 -{{warning}} 1001 -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. 1002 -{{/warning}} 1003 1003 1004 -== Patching == 1005 1005 1006 - 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.1031 +\\ 1007 1007 1008 -{{code language="xml"}} 1009 - <cue [...] version="42"> 1010 - <conditions> [...] </conditions> 1011 - <actions> [...] </actions> 1012 - <patch sinceversion="42"> 1013 - [patch actions] 1014 - </patch> 1015 - </cue> 1016 -{{/code}} 1033 +(% id="md-refreshing-and-patching" %) 1017 1017 1018 - Thepatchactionsarenly performedif the cue is in a certain state,"complete" bydefault. Use the //**state**// attribute tochangethisrequirement. For more information, see the XMLschema documentationof the <patch> element.1035 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1019 1019 1020 - Asequenceof multiple<patch>elements ispossible.Theywill beperformedinorderof appearance,checkingthe//sinceversion//and//state//attributesineach case.Patchesare alsoappliedto allusersofalibraryandto instances.1037 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 1021 1021 1022 -{{info}} 1023 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1024 -{{/info}} 1039 +\\ 1025 1025 1026 - =Commonattribute groups=1041 +(% id="details-and-restrictions" %) 1027 1027 1028 - Therearemanymmonlyusedactionsand conditionswhich sharegroupsof attributes. The mostimportant onesare explained here.1043 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1029 1029 1030 - ==Value comparisons==1045 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1031 1031 1032 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1047 +* (% 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). 1048 +* (% 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. 1049 +* (% 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. 1050 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1051 +* (% 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.) 1052 +* (% 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. 1053 +* (% 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. 1054 +* (% 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. 1055 +* (% 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). 1056 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1057 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1058 +* (% 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. 1059 +* (% 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. 1060 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1033 1033 1034 -{{code language="xml"}} 1035 - <check_value value="$ware == ware.silicon and $amount != 0"/> 1036 -{{/code}} 1062 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1037 1037 1038 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1039 1039 1040 -{{code language="xml"}} 1041 - <check_value value="FooCue.state" exact="cuestate.complete"/> 1042 - <check_value value="$foo.count" min="5"/> 1043 - <check_value value="$foo" max="player.age + 1min"/> 1044 - <check_value value="player.money" min="300Cr" max="600Cr"/> 1045 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1046 - <check_value value="$attention" min="attention.visible"/> 1047 -{{/code}} 1065 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1048 1048 1049 -{{info}} 1050 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1051 -{{/info}} 1067 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1052 1052 1053 -== Random ranges == 1054 1054 1055 -If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1056 1056 1057 -{{code language="xml"}} 1058 - <set_value name="$race" exact="race.teladi"/> 1059 -{{/code}} 1071 +\\ 1060 1060 1061 - Toselect a random element fromalist, this syntaxcan be used:1073 +(% id="patching" %) 1062 1062 1063 -{{code language="xml"}} 1064 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1065 -{{/code}} 1075 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1066 1066 1067 - To getarandomnumber within a given range, youcan use min/max:1077 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading. 1068 1068 1069 -{{code language="xml"}} 1070 - <set_value name="$foo" min="-20" max="20"/> 1071 - <set_value name="$timeout" max="20s"/> 1072 -{{/code}} 1079 +{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1073 1073 1074 - minandmaxhavebecompatible number types.Enumeration typesarenotallowed,notevenleveland attention.Theminattributeis optionaland defaults to0 (ofthe numbertypeusedinmax).1081 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1075 1075 1076 - Youcanselectoneof 5 differentprobability distributionprofilesfortherandom range,"flat" beingthedefault(allvaluesin therange are equallylikely).Ifyou selectanotherprofile,e.g. "increasing"to makehighernumbersmorelikely, you alsohaveo specifyascalealue(integer)thatisgreaterorequalto2. Higherscalevaluesresultinhigherpeaksinthedistributionprofiles(probablevaluesbecomeevenmore probable).1083 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances. 1077 1077 1078 -{{code language="xml"}} 1079 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1080 -{{/code}} 1085 +{{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>"/}} 1081 1081 1082 1082 1083 -= Variables and namespaces = 1084 1084 1085 - 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).1089 +\\ 1086 1086 1087 - ==Creating andremoving variables==1091 +(% id="common-attribute-groups" %) 1088 1088 1089 - Youcancreatevariables with certain actionsand conditions,suchasthe <set_value>action:1093 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1090 1090 1091 -{{code language="xml"}} 1092 - <set_value name="$foo" exact="$bar + 1" /> 1093 -{{/code}} 1095 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1094 1094 1095 - <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>.)1097 +\\ 1096 1096 1097 - Thedefaultoperation of <set_value> is "**set**",but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change thevalueof an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor//exact// attribute isprovided, anexact value of 1 isassumed.1099 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1098 1098 1099 -{{code language="xml"}} 1100 - <set_value name="$foo" operation="add" /> 1101 -{{/code}} 1101 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1102 1102 1103 - Thetrickisthat<set_value>not onlyworkson variables,butalsoon listelementsandblekeys:1103 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1104 1104 1105 -{{code language="xml"}} 1106 - <set_value name="$list.{1}" exact="42" /> 1107 - <set_value name="$table.$foo" exact="42" /> 1108 -{{/code}} 1105 +{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1109 1109 1110 - Theoperation//insert//isspecial, and itonlyworksonlists.Itinsertsthevalue at thespecifiedposition(note that the positionbeyondthe lastelementis also validhere):1107 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1111 1111 1112 -{{code language="xml"}} 1113 - <set_value name="$list.{1}" exact="42" operation="insert" /> 1114 -{{/code}} 1109 +{{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}} 1115 1115 1116 - This shifts thepositions ofallfollowingelements upby one.Ifmin/max/exact are missing,the default value isnullfor insertions,not1like in other cases.1111 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). 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>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers 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 equivalent to using the == operator.</span>"/}} 1117 1117 1118 -Appending is easier than that. The following actions are equivalent: 1119 1119 1120 -{{code language="xml"}} 1121 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1122 - <append_to_list name="$list" exact="42" /> 1123 -{{/code}} 1124 1124 1125 - Inserting at a position below 1 or above $list.count + 1 is not possible.1115 +\\ 1126 1126 1127 - Toremovevariablesorlist/table entries,use <remove_value>:1117 +(% id="categorybroken_macroanchorrandom-ranges" %) 1128 1128 1129 -{{code language="xml"}} 1130 - <remove_value name="$foo" /> 1131 - <remove_value name="$list.{1}" /> 1132 - <remove_value name="$table.$foo" /> 1133 -{{/code}} 1119 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1134 1134 1135 - Removingan entryfrom alist shifts all followingelementsdownbyone.Ifyou wanttoclear anentrywithout removingitfromthelist,just use <set_value>instead.1121 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1136 1136 1123 +{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1137 1137 1138 - ==Accessingremotevariables==1125 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1139 1139 1140 - Youcan alsoreadand writeriables inhercues byusingthevariablenameasproperty key:1127 +{{code}}<set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}} 1141 1141 1142 -{{code language="xml"}} 1143 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1144 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1145 -{{/code}} 1129 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1146 1146 1147 - Insteadof referencingacuebyname, youcouldalso referenceitvia a keywordoranother variable:1131 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}} 1148 1148 1149 -{{code language="xml"}} 1150 - <set_value name="static.$counter" operation="add" /> 1151 - <set_value name="parent.$foo" exact="42" /> 1152 - <set_value name="this.$bar" exact="parent" /> 1153 - <set_value name="$baz" exact="this.$bar.$foo" /> 1154 -{{/code}} 1133 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1155 1155 1156 -= =Namespaces==1135 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ 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). 1157 1157 1158 - In theexamplesabove, avariablewas writtentoand read fromthe"this" cue. This can be necessary: the expression "$foo"may be differentfromheexpression "this.$foo". Theonforthatare namespaces.1137 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1159 1159 1160 - Consider this case:1139 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 1161 1161 1162 -{{code language="xml"}} 1163 -<cue name="Root"> 1164 - <actions> 1165 - <set_value name="$foo" /> 1166 - </actions> 1167 - <cues> 1168 - <cue name="SubCue"> [...] 1169 - </cue> 1170 - </cues> 1171 -</cue> 1172 -{{/code}} 1141 +(% id="variables-and-namespaces" %) 1173 1173 1174 - Whentherootcuereates $foo, the variable is storedin the Root cue directly. But SubCue and its descendants will also needaccess to $foo. Ofcourse they could write "parent.$foo" or "Root.$foo", but since it's very commonto have a single locationfor most variables in the whole cue tree, the easy solution is to write just"$foo"- because variablenames are looked up inthe **namespace cue**, which is the root bydefault.Alsonewly created variables end up in the namespace, and not in "this"cue.1143 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1175 1175 1176 - Youcan also usethekeyword"**namespace**"in expressionstogetthenamespace cue.1145 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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). 1177 1177 1178 -= ==Definingacue'snamespace===1147 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1179 1179 1180 -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: 1181 1181 1182 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1183 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1184 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1150 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1185 1185 1186 -{{warning}} 1187 -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: 1152 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1188 1188 1189 -{{code language="xml"}} 1190 -<cue name="LibRef" ref="Lib"> 1191 - <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1192 - <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1193 -</cue> 1194 -{{/code}} 1195 -{{/warning}} 1154 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1155 + 1156 +{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1157 + 1158 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1159 + 1160 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed. 1161 + 1162 +{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1163 + 1164 +(% 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: 1165 + 1166 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1167 + 1168 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1169 + 1170 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1171 + 1172 +(% 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. 1173 + 1174 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1175 + 1176 +{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1177 + 1178 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1179 + 1180 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1181 + 1182 +{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1183 + 1184 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1185 + 1186 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1187 + 1188 + 1189 +(% id="accessing-remote-variables" %) 1190 + 1191 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1192 + 1193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1194 + 1195 +{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1196 + 1197 +(% 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: 1198 + 1199 +{{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}} 1200 + 1201 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1202 + 1203 + 1204 +(% id="namespaces" %) 1205 + 1206 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1207 + 1208 +(% 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. 1209 + 1210 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1211 + 1212 +{{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}} 1213 + 1214 +(% 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. 1215 + 1216 +(% 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. 1217 + 1218 +(% id="defining-a-cues-namespace" %) 1219 + 1220 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1221 + 1222 +(% 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: 1223 + 1224 +* **(% 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 1225 +* **(% 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 1226 +* **(% 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¥. 1227 + 1228 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1229 + 1230 + 1231 +{{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> 1232 + 1233 +<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>"/}}
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