Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32961.1
edited by Daniel Turner
on 2023/08/24 10:01
Change comment: There is no comment for this version
To version 32957.1
edited by Daniel Turner
on 2023/08/22 19:09
Change comment: There is no comment for this version

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... ... @@ -22,7 +22,7 @@
22 22  This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
23 23  
24 24  {{info}}
25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]).
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]]).
26 26  
27 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 28  {{/info}}
... ... @@ -84,6 +84,7 @@
84 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 85  * **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.
86 86  
87 +
87 87  * **Complete**: The cue has finished performing its actions.
88 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.
89 89  
... ... @@ -155,6 +155,7 @@
155 155  
156 156  * Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
157 157  
159 +
158 158  * 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  
160 160  Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
... ... @@ -217,11 +217,11 @@
217 217  {{/code}}
218 218  
219 219  {{info}}
220 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]]
222 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output
221 221  {{/info}}
222 222  
223 -Script debug output
224 224  
226 +
225 225  Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
226 226  
227 227  Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
... ... @@ -239,6 +239,7 @@
239 239  {{/info}}
240 240  
241 241  
244 +
242 242  Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
243 243  
244 244  {{code language="xml"}}
... ... @@ -289,9 +289,11 @@
289 289  {{/code}}
290 290  
291 291  {{warning}}
292 -These examples are definitely **__not__ **examples of good scripting style.
295 +These examples are definitely <u>not</u> examples of good scripting style.
293 293  {{/warning}}
294 294  
298 +
299 +
295 295  So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
296 296  
297 297  Notes:
... ... @@ -361,6 +361,8 @@
361 361  This sub-section requires basic knowledge of script expressions.
362 362  {{/info}}
363 363  
369 +
370 +
364 364  In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
365 365  
366 366  When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
... ... @@ -396,7 +396,7 @@
396 396  
397 397  * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:
398 398  
399 -{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}}
406 +{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}}
400 400  It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
401 401  {{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
402 402  
... ... @@ -496,10 +496,10 @@
496 496  |true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
497 497  |pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg)
498 498  |()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
499 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values
500 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values
506 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
507 +|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
501 501  |{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
502 -\\(Note: Braces are also used for [[property lookups>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]])
509 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
503 503  |+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
504 504  |-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
505 505  |not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
... ... @@ -556,7 +556,7 @@
556 556  {{code language="xml"}}1 ge 3{{/code}}
557 557  \\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
558 558  |(((
559 -
566 += =
560 560  )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
561 561  |~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
562 562  |and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
... ... @@ -570,6 +570,7 @@
570 570  \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
571 571  )))
572 572  
580 +
573 573  === Operator precedence rules ===
574 574  
575 575  You can group sub-expressions using parentheses, but if you don't, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
... ... @@ -584,6 +584,7 @@
584 584  * or
585 585  * if/then/else (lowest precedence)
586 586  
595 +
587 587  === Type conversion ===
588 588  
589 589  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:
... ... @@ -625,6 +625,7 @@
625 625  * 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.
626 626  * <, <=, >, >= 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.
627 627  
637 +
628 628  (% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
629 629  
630 630  
... ... @@ -688,16 +688,19 @@
688 688  * null cannot be used as table key (but the number 0 is valid)
689 689  * Lists, tables, groups and buildplans cannot be used as table keys
690 690  
701 +
691 691  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
692 692  
693 693  * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
694 694  * {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
695 695  
707 +
696 696  * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
697 697  * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
698 698  * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
699 699  * {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
700 700  
713 +
701 701  Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
702 702  
703 703  == Value properties ==
... ... @@ -722,6 +722,7 @@
722 722  * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
723 723  * {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42
724 724  
738 +
725 725  In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
726 726  
727 727  * {{code language="xml"}}[42].{'count'}{{/code}}
... ... @@ -729,6 +729,7 @@
729 729  * {{code language="xml"}}$ship.{'class'}{{/code}}
730 730  * {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}
731 731  
746 +
732 732  But it is easier just to write the property key without braces, which is equivalent:
733 733  
734 734  * {{code language="xml"}}[0].count{{/code}}
... ... @@ -736,6 +736,7 @@
736 736  * {{code language="xml"}}$ship.class{{/code}}
737 737  * {{code language="xml"}}table[$foo='bar'].$foo{{/code}}
738 738  
754 +
739 739  (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
740 740  
741 741  A list has even more properties:
... ... @@ -769,6 +769,7 @@
769 769  
770 770  * {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
771 771  
788 +
772 772  * {{code language="xml"}}$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)
773 773  * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
774 774  
... ... @@ -784,6 +784,7 @@
784 784  * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
785 785  * {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
786 786  
804 +
787 787  The question mark can even be applied to variables:
788 788  
789 789  * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
... ... @@ -872,9 +872,11 @@
872 872  * player.**money**: The money in the player's account
873 873  * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
874 874  
893 +
875 875  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
876 876  * player.**entity**: The actual player object
877 877  
897 +
878 878  * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
879 879  * player.**copilot**: The co-pilot NPC
880 880  
... ... @@ -901,6 +901,7 @@
901 901  * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
902 902  * {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
903 903  
924 +
904 904  * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
905 905  * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
906 906  
... ... @@ -924,6 +924,7 @@
924 924  * %Cr: Localised "Cr" string
925 925  * %%: A % sign
926 926  
948 +
927 927  Examples:
928 928  
929 929  * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}