Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32970.5
edited by Owen Lake
on 2023/10/10 15:55
on 2023/10/10 15:55
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To version 31191.1
edited by Daniel Turner
on 2023/04/25 11:20
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Owen1 +xwiki:XWiki.Daniel - Tags
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... ... @@ -1,66 +1,84 @@ 1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 1 +(% 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. 2 2 3 -An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 - Thisdocumentis primarilysupposed tobeaguide forMDusers(peoplewhouse theMDto developmissionsorwriteotherMDscripts),notfor MDprogrammers(peoplewhoworkontheMDengine in C++).4 +(% 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. 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}} 6 +(% 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++). 10 10 8 +(% 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. 11 11 10 + 11 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 12 + 13 + 14 +(% id="table-of-contents" %) 15 + 16 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 17 + 18 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 19 + 12 12 {{toc/}} 13 13 14 - =MDscripts=22 +(% 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.25 +(% 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.27 += (% 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.29 +(% 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 [[Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]). 31 +(% 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}} 33 +(% 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==35 +(% 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]].37 +{{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:39 +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}} 43 +(% id="categorybroken_macroanchorscript-debug-output" %) 45 45 46 - Otherdebugfiltersother than"scripts"can be enabled byrepeatinghebugcommandforeachfiltername,butthat is rarely needed for scripting.45 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 47 47 48 - Thescriptaction<debug_text>canbeusedtoprintdebug messages from within a script.47 +(% 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=49 +(% 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.51 +(% 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:53 +(% 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 55 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 56 + 57 +(% 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. 58 + 59 + 60 +(% 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. 61 + 62 + 63 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 64 + 65 + 66 +(% id="md-script-structure" %) 67 + 68 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 69 + 70 +(% 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. 71 + 72 +(% 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: 73 + 56 56 {{code language="xml"}} 57 57 <?xml version="1.0" encoding="utf-8"?> 58 58 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 59 59 {{/code}} 60 60 61 -"ScriptName "is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script's contents easily.79 +(% 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. 62 62 63 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 81 +(% 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: 64 64 65 65 {{code language="xml"}} 66 66 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -74,25 +74,36 @@ 74 74 </mdscript> 75 75 {{/code}} 76 76 77 -= =Cues==95 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 78 78 79 - Cuesare the main ingredient of an MD script. A cue consists ofasetof **conditions** and a setof **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue canhavechild cues, or**sub-cues**: A sub-cue existsonly when its parentcuehas become active, so the activation of the parentcueinitiatesthe condition checks of its child cues.97 +(% id="categorybroken_macroanchorcues" %) 80 80 81 - Acuecan havethefollowingstates:99 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 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. 101 +(% 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. 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. 103 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 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}} 105 +* **(% 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. 106 +* **(% 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. 107 +* **(% 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. 108 +\\ 109 +* **(% 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. 110 +* **(% 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. 93 93 94 - Thisishowa cuenodelookslike:112 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 95 95 114 + 115 +{{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 /> 116 +</span>"/}} 117 + 118 + 119 + 120 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 121 + 122 + 123 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 124 + 96 96 {{code language="xml"}} 97 97 <cue name="CueName"> 98 98 <conditions> [...] ... ... @@ -105,18 +105,23 @@ 105 105 </cue> 106 106 {{/code}} 107 107 108 -The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 137 +(% 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. 109 109 110 - ==Conditions==139 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 111 111 112 -The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 113 113 114 - **Non-eventconditions** are checkedeither once or repeatedly in a fixed interval. Theymaybe basedonsimple values or ranges, such as a particular in-game time having been reachedorthe player having acertain amount of money. They may also be basedon more complex playerinformation,suchas what ships they own, whether the player is in a particular area or near a particular object.142 +(% id="categorybroken_macroanchorconditions" %) 115 115 116 - **Eventconditions**are triggered when the corresponding eventhappens, such as the event that a particular object has been targeted, attacked or destroyed. Allevent nodes have the prefix"event_" so youcan easily determine a condition type. Afteran event condition you can specify one ormore non-event conditions, which willbe checked additionally whenever the event happens. If a condition uses an event,itmust beinthe first sub-nodeof the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-nodeshould be <check_any> in this case, soonly one of its sub-conditionshas to be met.144 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 117 117 118 - Example foran event condition:146 +(% 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. 119 119 148 +**(% 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. 149 + 150 +**(% 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. 151 + 152 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 153 + 120 120 {{code language="xml"}} 121 121 <conditions> 122 122 <event_object_destroyed object="$target"/> ... ... @@ -123,7 +123,7 @@ 123 123 </conditions> 124 124 {{/code}} 125 125 126 -Example for an event condition with an additional (non-event) check: 160 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 127 127 128 128 {{code language="xml"}} 129 129 <conditions> ... ... @@ -132,7 +132,7 @@ 132 132 </conditions> 133 133 {{/code}} 134 134 135 -Example for an event condition with two alternative events and a common additional check: 169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check: 136 136 137 137 {{code language="xml"}} 138 138 <conditions> ... ... @@ -147,22 +147,22 @@ 147 147 </conditions> 148 148 {{/code}} 149 149 150 -For more information about expressions and event parameters, see below. 184 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below. 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. 186 +**(% 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. 153 153 154 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 188 +(% 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;" %). 155 155 156 -* 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). 190 +* 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). 191 +\\ 192 +* (% 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. 157 157 158 - *With //checkinterval//, you can specifya constant timeinterval between condition checks.The conditionswill becheckedregularlyforeveruntiltheyaremet,unless the cue'sstate ischangedexplicitlybyan externalevent.194 +(% 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). 159 159 160 - Additionally,you can usetheattribute **checktime** toset the timeof the firstcondition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables andisevaluated when thecue is enabled (whenthe conditionchecks wouldnormally start - for root cues that happens at gamestart, otherwise after theparent cue becomesactive).196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 161 161 162 - Examples:198 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 163 163 164 -Check conditions every 5 seconds, but start checking only 1 hour after game start. 165 - 166 166 {{code language="xml"}} 167 167 <cue name="Foo" checktime="1h" checkinterval="5s"> 168 168 <conditions> ... ... @@ -170,7 +170,7 @@ 170 170 </cue> 171 171 {{/code}} 172 172 173 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 207 +(% 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. 174 174 175 175 {{code language="xml"}} 176 176 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -179,32 +179,39 @@ 179 179 </cue> 180 180 {{/code}} 181 181 182 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 216 +(% 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. 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}} 218 +\\ 188 188 189 -== Actions == 190 190 191 -The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 192 192 222 +{{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."/}} 223 + 224 + 225 + 226 +\\ 227 + 228 +(% id="actions" %) 229 + 230 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 231 + 232 +(% 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>: 233 + 193 193 {{code language="xml"}} 194 194 <delay min="10s" max="30s"/> 195 195 {{/code}} 196 196 197 -Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 238 +(% 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: 198 198 199 199 {{code language="xml"}} 200 200 <event_cue_completed cue="parent"/> 201 201 {{/code}} 202 202 203 -<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue 's condition check. The state transition from active to complete will still take the <delay> node into account.244 +(% 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. 204 204 205 -Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 246 +(% 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>. 206 206 207 -Example, which selects one of the three texts randomly: 248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly: 208 208 209 209 {{code language="xml"}} 210 210 <actions> ... ... @@ -216,31 +216,37 @@ 216 216 <actions> 217 217 {{/code}} 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>>doc:||anchor="HScriptdebugoutput"]] 221 -{{/info}} 222 222 223 -Script debug output 224 224 225 - Eachchildactionina <do_any>nodecanhavea //**weight**//attribute,which can be usedtocontrolthe randomselectionof anaction node. The defaultweightofachildnode is1.262 +{{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>"/}} 226 226 227 -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. 228 228 229 -**<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery. 230 230 231 - Everyaction can have a //**chance**//attribute,if youonlywantit to beperformed with thatchance,givenas percentage. Otherwiseitwill simply be skipped. Ifchanceisused onaconditional actionsuch as <do_if>,thescriptwillbehave asif theconditioncheck failed.266 +(% 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. 232 232 233 -= Libraries =268 +(% 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. 234 234 235 - Librariesarecueswhicharenoteateddirectlybut onlyserveas templatesfor othercues.Thisallowsfor modularisation,soyoucanre-uselibrary cuesinmanydifferent missions.270 +**(% 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. 236 236 237 -{{info}} 238 -The syntax of libraries is considerably different from the syntax in the MD of X3TC. 239 -{{/info}} 272 +(% 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. 240 240 274 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 241 241 242 -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: 243 243 277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 278 + 279 +(% id="libraries" %) 280 + 281 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 282 + 283 +(% 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. 284 + 285 +{{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>"/}} 286 + 287 + 288 + 289 +(% 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: 290 + 244 244 {{code language="xml"}} 245 245 <library name="LibFoo" checktime="1h" checkinterval="5s"> 246 246 <conditions> ... ... @@ -248,25 +248,25 @@ 248 248 </library> 249 249 {{/code}} 250 250 251 -Although it is called library, it 's basically just a cue that doesn't do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.298 +(% 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. 252 252 253 -To use a library, use the attribute ref: 300 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 254 254 255 255 {{code language="xml"}} 256 256 <cue name="Foo" ref="LibFoo"/> 257 257 {{/code}} 258 258 259 -This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix: 306 +(% 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: 260 260 261 261 {{code language="xml"}} 262 262 <cue name="Foo" ref="md.ScriptName.LibFoo"/> 263 263 {{/code}} 264 264 265 -When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.) 312 +(% 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.(%%)) 266 266 267 -Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 314 +(% 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! 268 268 269 -In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 316 +(% 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: 270 270 271 271 {{code language="xml"}} 272 272 <cue name="Foo" ref="LibFoo"/> ... ... @@ -288,24 +288,28 @@ 288 288 </library> 289 289 {{/code}} 290 290 291 -{{warning}} 292 -These examples are definitely **__not__ **examples of good scripting style. 293 -{{/warning}} 294 294 295 -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 - Notes:340 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 298 298 299 -* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 300 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 301 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 302 302 303 -== Library Parameters == 304 304 305 - Alibrarycanbeparametrised,sothatitcanbe adaptedto theneedsofa missionsthatusesit.Youcan definerequiredand/oroptionalparametersforalibrary,andit will be validatedatloadtime thattheuser of the libraryhasprovidedall requiredparameters.344 +(% 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. 306 306 307 - Parametersarefinedlike this:346 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 308 308 348 +* (% 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). 349 +* (% 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! 350 +** (% 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. 351 + 352 +(% id="library-parameters" %) 353 + 354 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 355 + 356 +(% 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. 357 + 358 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 359 + 309 309 {{code language="xml"}} 310 310 <library name="Lib" onfail="cancel"> 311 311 <params> ... ... @@ -317,7 +317,7 @@ 317 317 </library> 318 318 {{/code}} 319 319 320 -If a default value is supplied, the parameter is regarded as optional, otherwise it 's required. When providing the actual parameters in a referencing cue, note that there is no <params> node:371 +(% 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: 321 321 322 322 {{code language="xml"}} 323 323 <cue name="Foo" ref="Lib"> ... ... @@ -326,7 +326,7 @@ 326 326 </cue> 327 327 {{/code}} 328 328 329 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a '$'prefix. In the example above, the variables $foo, $bar, and $baz would be created.380 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 330 330 331 331 {{code language="xml"}} 332 332 <library name="Lib"> ... ... @@ -339,882 +339,954 @@ 339 339 </library> 340 340 {{/code}} 341 341 342 -If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 393 +(% 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. 343 343 344 - =Instantiation=395 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 345 345 346 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 347 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 348 -\\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 349 349 350 - ==Cleaningup instancesexplicitly ==398 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 351 351 352 - Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the(desired)side effect that conditioncheckswill start againifthe parent cue's state allowsit. Evenasub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it isnotsupposed 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.400 +(% id="instantiation" %) 353 353 354 -{{info}} 355 -<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards. 356 -{{/info}} 402 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) = 357 357 358 -== Access to instances ==404 +(% 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. 359 359 360 -{{info}} 361 -This sub-section requires basic knowledge of script expressions. 362 -{{/info}} 406 +(% 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. 363 363 364 -In case o finstanceswithsub-instances,youwillften wantto access a related instancefrom thecurrent one.Likeinthenon-instance case,youcansimplywrite thecuename inxpressiontoreferencethatcue.However,youshould be awareof thepitfalls that are accompaniedby this.408 +(% 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. 365 365 366 - Whenyou use a cue name fromthesame scriptin an expression,itwill always beresolvedto some cue-usually a static cue, even if it is still in thedisabled state, but itcan alsobe an instance, if it is "related" tothe currentone.410 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 367 367 368 -Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor. 369 369 370 - Examplehart:413 +(% id="cleaning-up-instances-explicitly" %) 371 371 372 - [[~[~[image:MissionDirectorGuide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]415 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 373 373 374 - Thischartrepresentsascript of5cues:Foo,Bar,SubBar,BazandSubBaz.Continuousarrows denoteparent-childrelationship.Foo andBazare instantiatingcues(highlightedwithredborder).The staticcues always exist,althoughstaticchildren ofinstantiating cues can never becomeactive.Instancesonlyexist aslong as theyareneeded.417 +(% 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. 375 375 376 - Example situations:419 +{{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>"/}} 377 377 378 -* In the static tree: Cue names in expressions are always resolved to the static cues. 379 -* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 380 -* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 381 -* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 382 -* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 383 -* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 384 384 385 -In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 386 386 387 - Toget the real staticuethat alwaysexists and serves as template forinstances,use the property **staticbase**. This works for all cues, even for the static cues themselves.423 +(% id="access-to-instances" %) 388 388 389 - Ingeneral,to access ancestors of theurrent cue, you can alsouse the keyword**parent**, also recursively as propertiesofothercues(suchas**parent.parent.parent).**425 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 390 390 391 -You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 392 392 393 -== Pitfalls == 394 394 395 - Someadditional commonpitfallswithrespecttoinstantiationarelisted here.There maybemore.429 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 396 396 397 -* **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.$foo"/>{{/code}} 400 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 401 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 402 402 403 -* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there. 404 -* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances. 433 +(% 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. 405 405 406 -= Expressions=435 +(% 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. 407 407 408 - Mostfthe attributevalues in actionsand conditions areinterpreted asscriptexpressions andparsedaccordingly. Anexpressionisa phrasethatcanbe evaluatedtoa singlevalue.Thesimplestexpressions areactualnumeric valuestrings,so called **literals:**437 +(% 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. 409 409 410 -* {{code language="xml"}}0{{/code}} (integer number) 411 -* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 412 -* {{code language="xml"}}3.14159{{/code}} (floating point number) 413 -* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 414 -* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 439 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 415 415 416 -{{info}} 417 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 418 -{{/info}} 441 +(% 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]] 419 419 420 -You can write string literals by putting the string in single quotes: 421 421 422 -* {{code language="xml"}}'Hello world'{{/code}} 423 -* {{code language="xml"}}''{{/code}} (empty string) 424 -* {{code language="xml"}}'String with a line break\n'{{/code}} 444 +(% 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. 425 425 426 -{{info}} 427 -Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and ''' 428 -''' for the backslash itself. 429 -{{/info}} 446 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 430 430 431 -== Numeric data types and suffixes == 448 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 449 +* (% 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). 450 +* (% 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. 451 +* (% 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) 452 +* (% 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. 453 +* (% 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. 432 432 433 - Numbers can haveasuffix thatdetermines theirnumerictype. Thereare also numericaldata typeslike"money"or"time"whichcanonlybeexpressedbyusinganappropriate unit suffix:455 +(% 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. 434 434 435 -* {{code language="xml"}}5000000000L{{/code}} (large integer) 436 -* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 437 -* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 438 -* {{code language="xml"}}500m{{/code}} (Length in metres) 439 -* {{code language="xml"}}10s{{/code}} (Time in seconds) 440 -* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 457 +(% 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. 441 441 442 - Aspacebetween number and suffixis allowed.459 +(% 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).(%%)** 443 443 444 - Here is thecomplete list ofnumeric data types andcorrespondingunitsuffixes:461 +(% 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.) 445 445 463 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 464 + 465 + 466 +(% id="pitfalls" %) 467 + 468 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 469 + 470 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 471 + 472 +* **(% 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: 473 +\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 474 +\\(% 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: 475 +\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 476 +* **(% 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. 477 +* **(% 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. 478 + 479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 480 + 481 +(% id="categorybroken_macroanchorexpressions" %) 482 + 483 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 484 + 485 +(% 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;" %) 486 + 487 + 488 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 489 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 490 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 491 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 492 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 493 + 494 + 495 + 496 +{{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>"/}} 497 + 498 + 499 + 500 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 501 + 502 +* {{code}}'Hello world'{{/code}} 503 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 504 +* {{code}}'String with a line break\n'{{/code}} 505 + 506 + 507 + 508 +{{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>"/}} 509 + 510 + 511 + 512 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 513 + 514 + 515 +(% id="numeric-data-types-and-suffixes" %) 516 + 517 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 518 + 519 +(% 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: 520 + 521 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 522 +* (% 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) 523 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 524 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 525 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 526 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 527 + 528 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 529 + 530 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 531 + 532 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 533 + 534 + 446 446 (% style="margin-left: 0.0px;" %) 447 447 ((( 448 -|Data type|Suffix|Examples|Description 449 -|null|(none)|null|Converted to non-null data type of value 0 when needed. 450 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 451 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 452 -|float|f| 453 -3.14 454 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 455 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 456 -|money|ct (default) 457 -\\Cr|200Cr 458 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 459 -|length| 460 -m (default) 461 -\\km| 462 -500m 463 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 464 -|angle| 465 -rad (default) 466 -\\deg| 467 -90deg 468 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 469 -|hitpoints|hp|100hp|Hit points 470 -|time| 471 -ms 472 -\\s (default) 473 -\\min 474 -\\h| 475 -800ms 476 -\\1.5s 477 -\\10min 478 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 537 +\\ 538 + 539 + 540 + 541 +|(%%)(% 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 542 +|(%%)(% 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. 543 +|(%%)(% 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. 544 +|(%%)(% 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. 545 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 546 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 547 +\\(% 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. 548 +|(%%)(% 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). 549 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 550 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 551 +\\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. 552 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 553 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 554 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 556 +\\(% 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. 557 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 558 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 559 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 560 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 561 +\\(% 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. 562 +|(%%)(% 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 563 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 565 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 566 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 567 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 568 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 569 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 570 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 571 +\\(% 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. 479 479 ))) 480 480 481 -{{info}} 482 -All unit data types are floating point types, except for money, which is an integer data type. 483 -{{/info}} 574 +{{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>"/}} 484 484 485 - == Operators ==576 +\\ 486 486 487 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported 488 488 579 + 580 +(% id="categorybroken_macroanchoroperators" %) 581 + 582 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 583 + 584 +(% 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: 585 + 586 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 587 + 588 + 489 489 (% style="margin-left: 0.0px;" %) 490 490 ((( 491 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description 492 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 493 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 494 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 495 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 496 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 497 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values 498 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values 499 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 500 -\\(Note: Braces are also used for [[property lookups>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]]) 501 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 502 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 503 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 504 -|typeof|unary| 505 -{{code language="xml"}}typeof null{{/code}} 506 -\\{{code language="xml"}}typeof 0{{/code}} 507 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}| 508 -{{code language="xml"}}datatype.null{{/code}} 509 -\\{{code language="xml"}}datatype.integer{{/code}} 510 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>||anchor="typeof" style="outline-width: 0px !important; user-select: auto !important;"]] 511 -|sin|unary| 512 -{{code language="xml"}}sin(30deg){{/code}} 513 -\\{{code language="xml"}}sin(pi){{/code}}| 514 -{{code language="xml"}}0.5{{/code}} 515 -\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required) 516 -|cos|unary| 517 -{{code language="xml"}}cos(60deg){{/code}} 518 -\\{{code language="xml"}}cos(pi){{/code}}| 519 -{{code language="xml"}}0.5{{/code}} 520 -\\{{code language="xml"}}-1.0{{/code}}|Cosine (function-style, parentheses required) 521 -|tan|unary| 522 -{{code language="xml"}}tan(-45deg){{/code}} 523 -\\{{code language="xml"}}tan(45deg){{/code}}| 524 -{{code language="xml"}}-1.0{{/code}} 525 -\\{{code language="xml"}}1.0{{/code}}|((( 526 -Tangent (function-style, parentheses required) 591 +\\ 527 527 528 -Available from X4 v7.0 529 -))) 530 -|asin|unary| 531 -{{code language="xml"}}asin(-0.5f){{/code}} 532 -\\{{code language="xml"}}asin(1){{/code}}| 533 -{{code language="xml"}}-0.523599rad{{/code}} 534 -\\{{code language="xml"}}1.5708rad{{/code}}|((( 535 -Inverse sine (function-style, parentheses required) 536 536 537 -Available from X4 v7.0 538 -))) 539 -|acos|unary| 540 -{{code language="xml"}}acos(-0.5f){{/code}} 541 -\\{{code language="xml"}}acos(1.0f){{/code}}| 542 -{{code language="xml"}}2.0944rad{{/code}} 543 -\\{{code language="xml"}}0rad{{/code}}|((( 544 -Inverse cosine (function-style, parentheses required) 545 545 546 -Available from X4 v7.0 547 -))) 548 -|atan|unary| 549 -{{code language="xml"}}atan(1.0f){{/code}}| 550 -{{code language="xml"}}0.785398rad{{/code}}|((( 551 -Inverse tangent (function-style, parentheses required) 552 - 553 -Available from X4 v7.0 554 -))) 555 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 556 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 557 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 558 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power 559 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication 560 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division 561 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division) 562 -|+|binary| 563 -{{code language="xml"}}1 + 1{{/code}} 564 -\\{{code language="xml"}}'Hello' + ' world'{{/code}}| 565 -{{code language="xml"}}2{{/code}} 566 -\\{{code language="xml"}}'Hello world'{{/code}}| 567 -Addition 568 -\\String concatenation 569 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction 595 +|(%%)(% 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 596 +|(%%)(% 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 597 +|(%%)(% 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 598 +|(%%)(% 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 599 +|(%%)(% 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) 600 +|(%%)(% 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 601 +|(%%)(% 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 602 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 603 +|(%%)(% 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 604 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 605 +|(%%)(% 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) 606 +|(%%)(% 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 607 +|(%%)(% 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 608 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 609 +{{code}}typeof null{{/code}} 610 +\\{{code}}typeof 0{{/code}} 611 +\\{{code}}typeof 'Hello world'{{/code}}| 612 +{{code}}datatype.null{{/code}} 613 +\\{{code}}datatype.integer{{/code}} 614 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 615 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 616 +{{code}}sin(30deg){{/code}} 617 +\\{{code}}sin(pi){{/code}}| 618 +{{code}}0.5{{/code}} 619 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 620 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 621 +{{code}}cos(60deg){{/code}} 622 +\\{{code}}cos(pi){{/code}}| 623 +{{code}}0.5{{/code}} 624 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 625 +|(%%)(% 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) 626 +|(%%)(% 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) 627 +|(%%)(% 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) 628 +|(%%)(% 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 629 +|(%%)(% 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 630 +|(%%)(% 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 631 +|(%%)(% 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) 632 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 633 +{{code}}1 + 1{{/code}} 634 +\\{{code}}'Hello' + ' world'{{/code}}| 635 +{{code}}2{{/code}} 636 +\\{{code}}'Hello world'{{/code}}| 637 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 638 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 639 +|(%%)(% 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 570 570 | 571 -lt 572 -\\ <(<)|binary|573 -{{code language="xml"}}1 lt 3{{/code}}574 -\\{{code language="xml"}}1<3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than641 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 642 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 643 +{{code}}1 lt 3{{/code}} 644 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than 575 575 | 576 -le 577 -\\ <=|binary|578 -{{code language="xml"}}1 le 3{{/code}}579 -\\{{code language="xml"}}1<= 3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than or equal to646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 648 +{{code}}1 le 3{{/code}} 649 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to 580 580 | 581 -gt 582 -\\ >(>)|binary|583 -{{code language="xml"}}1 gt 3{{/code}}584 -\\{{code language="xml"}}1>3{{/code}}|{{codelanguage="xml"}}false{{/code}}|Greater than651 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 652 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 653 +{{code}}1 gt 3{{/code}} 654 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than 585 585 | 586 -ge 587 -\\>=|binary| 588 -{{code language="xml"}}1 ge 3{{/code}} 589 -\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 590 -|((( 591 - 592 -)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 593 -|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 594 -|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 595 -|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 656 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 657 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 658 +{{code}}1 ge 3{{/code}} 659 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 660 +|(%%)(% 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 661 +|(%%)(% 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 662 +|(%%)(% 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) 663 +|(%%)(% 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) 596 596 | 597 597 if ... then ... 598 598 \\if ... then ... else ...|ternary| 599 -{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 600 -\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 601 -{{code language="xml"}}null{{/code}} 602 -\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 667 +{{code}}if 1 == 2 then 'F'{{/code}} 668 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 669 +{{code}}null{{/code}} 670 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 671 + 672 + 673 +\\ 674 + 675 + 603 603 ))) 604 604 605 - ===Operator===678 +(% id="operator-precedence-rules" %) 606 606 607 - 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.680 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 608 608 609 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 610 -* Power operator: ^ 611 -* Multiplicative: *, /, % 612 -* Additive: +, - 613 -* Comparison: lt, le, gt, ge 614 -* Equality: ==, != 615 -* and 616 -* or 617 -* if/then/else (lowest precedence) 682 +(% 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. 618 618 619 -=== Type conversion === 620 620 621 -When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 685 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 686 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 687 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 688 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 689 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 690 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 691 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 692 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 693 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 622 622 623 -* Null and something else: The null value will be interpreted as "0" of the other type. 624 -* Two non-unit integers: The result will be an integer of the largest involved type. 625 -* Two non-unit numbers, not all integers: The result will be the largest involved float type. 626 -* Non-unit and unit: The result will be the unit type. 627 -* Two different units: The types are incompatible. This is an error, the result is undefined. 695 +(% id="type-conversion" %) 628 628 629 - 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.697 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 630 630 631 - Thereisaway toconvertanumberintoadifferent typemanually:Youappendthecorresponding suffixto asub-expressionin parentheses,like this:699 +(% 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: 632 632 633 -* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 634 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}} 701 +* (% 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. 702 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 703 +* (% 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. 704 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 705 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 635 635 636 - Whenconvertingto anon-defaultunittype, this meansyouinterpretthe numberasinthegivenunits:"{{code language="xml"}}(1km+500m)h{{/code}}"meansthatyouinterpret1500mas1500 hours,sotheresultingvaluewillbe1500x3600seconds. (As stated above,thedefault unitforalength is metres.)707 +(% 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. 637 637 638 - Thedivisionoperationwill be anintegerdivision(roundingtowardszero)if both operandsareintegers(seetheexamplein thetableabove). So if youwantto geta floatingpointresult,you havetomakesurethat at leastoneoftheoperandsis a floatingpointtype.709 +(% 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: 639 639 640 -Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 712 +* (% 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}} 641 641 642 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 643 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}} 714 +(% 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.) 644 644 645 - Asyoucansee,operators of thesameprecedence(+in thiscase) are alwaysevaluatedfromleft to right.716 +(% 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. 646 646 718 +(% 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: 647 647 648 -=== Boolean operators === 720 +* (% 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}} 721 +* (% 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}} 649 649 650 - Someadditionalnotes onBoolean operators(such as and,or, not,==):723 +(% 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. 651 651 652 -* Of course a Boolean operation always results in true or false (integer 1 or 0). 653 -* Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**. 654 -* != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 655 -* "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 656 -** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 657 -* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 658 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>doc:||anchor="HValuecomparisons"]] with additional XML attributes can be more readable. 725 +(% id="boolean-operators" %) 659 659 660 -== (% id="categorybroken_macroanchorstrings-and-formatting" %)Stringsandformatting(%%) ==727 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 661 661 662 - Youcan concatenatestringliterals usingthe+operator,butthere isalsoa printf-likeformattingsyntax,whichis easierto use thanconcatenatinglotsof small pieces:729 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 663 663 664 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 665 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 666 666 667 -See also the section about [[value properties>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]]. 732 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 733 +* (% 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;" %). 734 +* (% 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. 735 +* (% 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 736 +** 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) 737 +* (% 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. 738 +* (% 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. 668 668 669 -Instead of '%1 %2 %3', you can also use '%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 670 -\\To get a percent character in the result string, use '%%' in the format string. 671 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 672 -\\**[New as of X Rebirth 4.0]** 673 -\\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 740 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 674 674 675 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 676 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 677 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 678 678 743 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 744 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 745 +\\(%%) == 746 + 747 +(% 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: 748 + 749 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 750 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 751 + 752 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 753 + 754 +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'. 755 + 756 +To get a percent character in the result string, use '%%' in the format string. 757 + 758 + 759 +(% 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. 760 + 761 +**[New as of X Rebirth 4.0]** 762 + 763 +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): 764 + 765 +* {{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) 766 +* {{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) 767 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 768 + 679 679 Additional remarks: 680 680 681 681 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 682 -* 772 +* ┬áIf "," is used without "." then any fractional digits are discarded. 683 683 * "." 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). 684 684 685 -{{info}} 686 -There are also special methods to [[format money values and time values>>doc:||anchor="HMoneyandtimeformatting" style="outline-width: 0px !important; user-select: auto !important;"]] using the "formatted" property. 687 -{{/info}} 688 688 689 -== Lists == 690 690 691 - Another examplefora non-numeric value islist: It is an orderedcollection of otherarbitrary values (calledarray or vectorin other languages). Itcan be constructedwithinan expressionusing the[[~[~] syntax>>doc:||anchor="HOperators"]].It may alsobe generated byspecialactions andconditions,andthere are actionsthat can[[insertor remove values>>doc:||anchor="HCreatingandremovingvariables"style="outline-width:0px !important;user-select:auto!important;"]].777 +{{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>"/}} 692 692 693 -A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>doc:||anchor="HValueproperties"]]. Lists can be empty, these are written as "[ ]". 694 694 695 -{{info}} 696 -When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages." 697 -{{/info}} 698 698 699 - 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.781 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 700 700 701 -{{info}} 702 -When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 703 703 704 - Badusage attemptingtove the last element of the list: <remove_from_listname="$List"exact="$List.{$List.count}"/>784 +(% id="categorybroken_macroanchorlists" %) 705 705 706 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 707 -{{/info}} 786 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 708 708 788 +(% 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]]. 789 + 790 +(% 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¥. 791 + 792 +{{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>"/}} 793 + 794 + 795 + 796 +(% 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. 797 + 798 +{{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. 799 + 800 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 801 + 802 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 803 + 804 + 805 + 806 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 807 + 808 + 709 709 (% id="categorybroken_macroanchortables" %) 710 -== Tables == 711 711 712 - Tablesare associative arrays - they are like lists, but you can assign values to(almost)arbitrary keys, notjust to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>doc:||anchor="HOperators" style="outline-width: 0px !important; user-select:auto !important;"]]. See the section about [[value properties>>doc:||anchor="HValueproperties" style="outline-width:0px !important;user-select: auto !important;"]] for how to accessthe contents of a table. [[Creating andremoving entries>>doc:||anchor="HCreatingandremovingvariables" style="outline-width:0px !important; user-select: auto!important;"]]works similarly to lists,but instead of inserting, you simply assign a valueto a table key. If the key doesnot exist yet, it will be created.811 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 713 713 714 - Almost all values are allowed as table keys,but there are afew exceptions:813 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 715 715 716 -* Strings must start with '$', like variables 717 -* null cannot be used as table key (but the number 0 is valid) 718 -* Lists, tables, groups and buildplans cannot be used as table keys 719 719 720 - These restrictionsonlyapply tothe keys,thereareno restrictionsforvalues thatyou assigntothem.For example:816 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 721 721 722 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 723 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 818 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 819 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 820 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 821 +\\ 724 724 725 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 726 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 727 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 728 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 823 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 729 729 730 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 825 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 826 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 731 731 732 -== Value properties == 733 733 734 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. 735 735 736 -Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 737 737 738 -You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 831 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 832 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$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 833 +* (% 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 '$' 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 739 739 740 -* 1 ⟹ 42 741 -* 2 ⟹ null 742 -* 3 ⟹ 'text' 743 -* 'count' ⟹ 3 744 744 745 - Asyoucansee, a propertykeycanbe anumber or atring. Actuallythereisnorestrictionregardingthedatatype of thekey.837 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 746 746 747 -You can look up a property by appending a dot and the key in curly braces: 748 748 749 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 750 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 751 -* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 752 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 840 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 753 753 754 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 755 755 756 -* {{code language="xml"}}[42].{'count'}{{/code}} 757 -* {{code language="xml"}}$ship.{'name'}{{/code}} 758 -* {{code language="xml"}}$ship.{'class'}{{/code}} 759 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 843 +(% id="categorybroken_macroanchorvalue-properties" %) 760 760 761 - Butitisasierjustwritethe property key without braces,which is equivalent:845 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 762 762 763 -* {{code language="xml"}}[0].count{{/code}} 764 -* {{code language="xml"}}$ship.name{{/code}} 765 -* {{code language="xml"}}$ship.class{{/code}} 766 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 847 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 767 767 768 -( Inthis case,$shipisaable.Allvariablesstartwitha"$",so theycannot beconfusedwithkeywords.)849 +(% 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. 769 769 770 - Alisthas evenmore properties:851 +(% 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: 771 771 772 -**random'** returns a randomly chosen element (which requires that the list is non-empty) 853 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 854 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 855 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 856 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 773 773 774 - **min'**and'**max'**returntheminimum ormaximum(all elementshave tobenumeric)858 +(% 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. 775 775 776 - *{{codelanguage="xml"}}[1,6,8].min{{/code}}⟹1860 +(% 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: 777 777 778 -**average'** returns the average (but all element types have to be compatible) 862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 863 +* (% 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) 864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 865 +* (% 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╣(%%) 42 779 779 780 -* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 781 781 782 - **indexof'**isfollowedby another property,andtheindexof thefirstoccurence ofthatkey inthelistsreturned,or0 if it'snotin thelist868 +(% 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: 783 783 784 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 870 +* {{code}}[42].{'count'}{{/code}} 871 +* {{code}}$ship.{'name'}{{/code}} 872 +* {{code}}$ship.{'class'}┬á{{/code}} 873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 874 +\\ 785 785 786 - **clone'**createsashallowcopyofthelist(i.e. liststhat arecontainedaselementsinthelistarenot copied,only thereferenceto them)876 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 787 787 788 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 878 +* {{code}}[0].count{{/code}} 879 +* {{code}}$ship.name{{/code}} 880 +* {{code}}$ship.class{{/code}} 881 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 882 +\\ 789 789 790 - Atable hasdifferentproperties:884 +(% 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.) 791 791 792 -* '**clone'** creates a shallow copy of the table 793 -* '**keys'** allows you to access data about the table's keys 886 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 794 794 795 - However,'keys' alonewill notgiveyouaresult.'keys'mustbefollowedbyanotherkeywordto retrievethedesiredinformation,forexample:888 +(% 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) 796 796 890 +(% 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) 797 797 892 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 798 798 799 - *{{codelanguage="xml"}}$table.keys.list{{/code}}:Yieldsalist ofallkeysinthetable(reliably sortedbykey ifallkeys arenumeric)894 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible) 800 800 801 -* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 802 -* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 896 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 803 803 804 -{{info}} 805 -The string formatting syntax that you have seen [[above>>doc:||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 806 -{{/info}} 898 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 807 807 808 - ===(%id="lookup-tests-and-suppressing-errors" %)Lookup testsandsuppressingerrors(%%)===900 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣ 3 809 809 810 - Ifyoulookup a property thatdoesnotexist, therewillbeanerror,andtheresultwill beull.Totestwhetherapropertyexists,you canappend aquestionmark"?" tohelookup, which yieldstrue orfalse:902 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 811 811 812 -* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 813 -* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 814 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 904 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 815 815 816 - Thequestion markcaneven be appliedtovariables:906 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 817 817 818 -* {{codelanguage="xml"}}$list{{/code}} ⟹ The value storedunderhename$list,or anerrorif thereis no such variable819 -* {{codelanguage="xml"}}$list?{{/code}}⟹ trueifthevariable exists,false otherwise908 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 820 820 821 - Tolookupthevaluefaproperty althoughitmaynotexist,youcanuse theat-sign"@"asprefix:911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 822 822 823 -* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 824 -* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 825 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 826 826 827 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 914 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 915 +\\ 916 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 828 828 829 -=== Static lookups === 830 830 831 -There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes. 832 832 833 - Hereare afewenumerationclasses andcorresponding examplelookupvalues:921 +{{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>"/}} 834 834 923 + 924 + 925 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 926 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 927 +\\(%%) === 928 + 929 +(% 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: 930 + 931 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 932 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 933 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 934 + 935 + 936 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 937 + 938 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 939 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 940 + 941 +(% 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: 942 + 943 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 944 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 945 +* (% 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 946 + 947 +(% 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. 948 + 949 +\\ 950 + 951 +(% id="static-lookups" %) 952 + 953 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 954 + 955 +(% 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. 956 + 957 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 958 + 835 835 (% style="margin-left: 0.0px;" %) 836 836 ((( 837 -|Data type (= value name)|Examples|Description 838 -|class| 839 -class.ship 840 -\\class.ship_xl 841 -\\class.space 842 -\\class.weapon|Component classes 843 -|purpose| 844 -purpose.combat 845 -\\purpose.transportation|Purposes 846 -|killmethod| 847 -killmethod.hitbybullet 848 -\\killmethod.hitbymissile|Ways to die (already used before destruction) 849 -|datatype| 850 -datatype.float 851 -\\datatype.component 852 -\\datatype.class 853 -\\datatype.datatype|Script value datatypes 854 -|profile| 855 -profile.flat 856 -\\profile.increasing 857 -\\profile.bell|Probability distribution profile (see [[random ranges>>doc:||anchor="HRandomranges" style="outline-width: 0px !important; user-select: auto !important;"]]) 858 -|cuestate| 859 -cuestate.waiting 860 -\\cuestate.active 861 -\\cuestate.complete|[[Cue states>>||anchor="HCues" style="outline-width: 0px !important; user-select: auto !important;"]] 862 -|level| 863 -level.easy 864 -\\level.medium 865 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 866 -|attention| 867 -attention.insector 868 -\\attention.visible 869 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 870 -|ware| 871 -ware.ore 872 -\\ware.silicon|Wares 873 -|race| 874 -race.argon 875 -\\race.boron|Races 876 -|faction| 877 -faction.player 878 -\\faction.argongovernment|Factions 879 -))) 961 +\\ 880 880 881 -{{id name="typeof"/}} 882 882 883 -{{info}} 884 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 885 885 965 +|(%%)(% 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 966 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 967 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 968 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 969 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 970 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 971 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 972 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 973 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 974 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 975 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 976 +\\(% 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) 977 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 978 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 980 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 981 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 982 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 983 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 984 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 985 +\\(% 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]]) 986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 990 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 991 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 992 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 993 +\\(% 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.) 994 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 995 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 996 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 997 +\\(% 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.) 998 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 999 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 1000 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 1001 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 1002 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 1003 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 1004 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 1005 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 1006 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 1007 +))) 1008 + 1009 +{{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: 1010 + 886 886 <code>typeof $value == datatype.faction</code> 887 887 888 -However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''"instead. For example, to check if the variable $value is a string, use the following term:1013 +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: 889 889 890 -<code>(typeof $value).isstring</code>" 891 -{{/info}} 1015 +<code>(typeof $value).isstring</code>"/}} 892 892 893 -{{info}} 894 -There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use." 895 -{{/info}} 1017 +{{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>"/}} 896 896 897 - ===Playerproperties===1019 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 898 898 899 -You can access many player-related game properties via the keyword "player": 900 900 901 -* player.**name**: The player's name 902 -* player.**age**: The passed in-game time since game start 903 -* player.**money**: The money in the player's account 904 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 1022 +(% id="player-properties" %) 905 905 906 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 907 -* player.**entity**: The actual player object 1024 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 908 908 909 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 910 -* player.**copilot**: The co-pilot NPC 1026 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 911 911 1028 +* (% 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 1029 +* (% 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 1030 +* (% 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 1031 +* (% 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 1032 +\\ 1033 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1034 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 1035 +\\ 1036 +* (% 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 1037 +* (% 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 1038 + 912 912 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. 913 913 914 - ===Safe===1041 +(% id="safe-properties" %) 915 915 916 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:1043 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) === 917 917 918 -* exists 919 -* isoperational 920 -* iswreck 921 -* isconstruction 922 -* available 923 -* isclass.(...) 1045 +(% 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: 924 924 925 -These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error. 1047 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1048 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1049 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1050 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1051 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1052 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 926 926 927 - ===(%id="categorybroken_macroanchormoney-and-time-formatting"%)Money and timeformatting(%%)===1054 +(% 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. 928 928 929 -**[New as of X Rebirth 4.0]** 930 -\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers. 1056 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1057 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1058 +\\(%%) === 931 931 932 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 933 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 1060 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 934 934 935 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 936 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 1062 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 937 937 938 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1064 +* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 1065 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1066 +\\ 1067 +* {{code}}$time.formatted.{'formatstring'}{{/code}} 1068 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 939 939 940 - Whenformatting the moneyvalue, any specifier (such as '%s')intheformatstringis replacedbythemoneyvalue,sousuallythe formatstringonlyconsists ofthisonespecifier. The following modifiers can beusedbetween'%'andthe specifiercharacter,to enableformatting options:1070 +(% 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. 941 941 1072 +(% 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: 1073 + 1074 + 942 942 |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.) 943 943 |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'. 944 944 |.|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) 945 945 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 946 946 947 -By default, these options are disabled. 1080 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled. 948 948 949 -More available specifiers (in addition to %s): 1082 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s): 950 950 951 -* %k: Credits (truncated) in kilo format 952 -* %M: Credits (truncated) in Mega format 953 -* %G: Credits (truncated) in Giga format 954 -* %T: Credits (truncated) in Tera format 955 -* %Cr: Localised "Cr" string 956 -* %%: A % sign 1084 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1085 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1086 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1087 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1088 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1089 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1090 +\\ 957 957 958 -Examples: 1092 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 959 959 960 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 961 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 962 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 963 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 964 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 965 965 966 -For documentation of time format strings, see the Lua function ConvertTimeString() in the [[Lua function overview>>doc:X Rebirth Wiki.Modding support.UI Modding support.Lua function overview.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]. 1095 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 1096 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1097 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 1098 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1099 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 967 967 1101 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1102 + 968 968 Examples: 969 969 970 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}}971 -* {{code language="xml"}}(151s).formatted.default{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}} (same as {'%T'})972 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31.000'{{/code}}973 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹{{codelanguage="xml"}}'0:02'{{/code}}1105 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} 1106 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1107 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}} 1108 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'0:02'{{/code}} 974 974 975 - ===Complete===1110 +(% id="complete-property-documentation" %) 976 976 977 - 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.1112 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) === 978 978 979 -The r awdocumentationdata is located in libraries/scriptproperties.xml,butitis recommendedto openscriptproperties.html inabrowser.1114 +(% 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. 980 980 981 -{{info}} 982 -scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1116 +(% 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. 983 983 984 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 985 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 986 -{{/info}} 987 987 988 - This providesyou with a complete list ofallsupported"basekeywords" andproperties.Tofilterinthislist,youcanenteranexpression inthext field:1119 +{{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: 989 989 990 -* Enter the beginning of a base keyword 991 -* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 992 -* To see the properties of a base keyword or data type, enter a dot (".") 993 -* After the dot, you can enter a property name 994 -* You can also enter a dot (".") as first character to search globally for a property 1121 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1122 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 995 995 996 -{{info}} 997 -The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class. 998 -{{/info}} 999 999 1000 -= MD refreshing and patching = 1001 1001 1002 - 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.1126 +(% 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: 1003 1003 1004 -== Details and restrictions == 1128 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1129 +* (% 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 1130 +* (% 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¥) 1131 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1132 +* (% 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 1005 1005 1006 - Herearesome noteworthyfacts aboutrefreshing scriptsand cues, andthe restrictions:1134 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1007 1007 1008 -* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1009 -* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1010 -* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1011 -* You CANNOT change a <cue> to a <library> or vice versa. 1012 -* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1013 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1014 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1015 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1016 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1017 -* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1018 -* Adding sub-cues to active or complete cues enables their condition checks immediately. 1019 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1020 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1021 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1022 1022 1023 -{{warning}} 1024 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1025 -{{/warning}} 1137 +{{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>"/}} 1026 1026 1027 -{{warning}} 1028 -When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary. 1029 -{{/warning}} 1030 1030 1031 -== Patching == 1032 1032 1033 - Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading.1141 +\\ 1034 1034 1035 -{{code language="xml"}} 1036 - <cue [...] version="42"> 1037 - <conditions> [...] </conditions> 1038 - <actions> [...] </actions> 1039 - <patch sinceversion="42"> 1040 - [patch actions] 1041 - </patch> 1042 - </cue> 1043 -{{/code}} 1143 +(% id="md-refreshing-and-patching" %) 1044 1044 1045 - 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.1145 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1046 1046 1047 - Asequenceof multiple<patch>elements ispossible.Theywill beperformedinorderof appearance,checkingthe//sinceversion//and//state//attributesineach case.Patchesare alsoappliedto allusersofalibraryandto instances.1147 +(% 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. 1048 1048 1049 -{{info}} 1050 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1051 -{{/info}} 1149 +\\ 1052 1052 1053 - =Commonattribute groups=1151 +(% id="details-and-restrictions" %) 1054 1054 1055 - Therearemanymmonlyusedactionsand conditionswhich sharegroupsof attributes. The mostimportant onesare explained here.1153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1056 1056 1057 - ==Value comparisons==1155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1058 1058 1059 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1157 +* (% 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). 1158 +* (% 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. 1159 +* (% 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. 1160 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1161 +* (% 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.) 1162 +* (% 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. 1163 +* (% 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. 1164 +* (% 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. 1165 +* (% 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). 1166 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1167 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1168 +* (% 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. 1169 +* (% 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. 1170 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1060 1060 1061 -{{code language="xml"}} 1062 - <check_value value="$ware == ware.silicon and $amount != 0"/> 1063 -{{/code}} 1172 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1064 1064 1065 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1066 1066 1067 -{{code language="xml"}} 1068 - <check_value value="FooCue.state" exact="cuestate.complete"/> 1069 - <check_value value="$foo.count" min="5"/> 1070 - <check_value value="$foo" max="player.age + 1min"/> 1071 - <check_value value="player.money" min="300Cr" max="600Cr"/> 1072 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1073 - <check_value value="$attention" min="attention.visible"/> 1074 -{{/code}} 1175 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1075 1075 1076 -{{info}} 1077 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1078 -{{/info}} 1177 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1079 1079 1080 -== Random ranges == 1081 1081 1082 -If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1083 1083 1084 -{{code language="xml"}} 1085 - <set_value name="$race" exact="race.teladi"/> 1086 -{{/code}} 1181 +\\ 1087 1087 1088 - Toselect a random element fromalist, this syntaxcan be used:1183 +(% id="patching" %) 1089 1089 1090 -{{code language="xml"}} 1091 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1092 -{{/code}} 1185 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1093 1093 1094 - To getarandomnumber within a given range, youcan use min/max:1187 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading. 1095 1095 1096 -{{code language="xml"}} 1097 - <set_value name="$foo" min="-20" max="20"/> 1098 - <set_value name="$timeout" max="20s"/> 1099 -{{/code}} 1189 +{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1100 1100 1101 - minandmaxhavebecompatible number types.Enumeration typesarenotallowed,notevenleveland attention.Theminattributeis optionaland defaults to0 (ofthe numbertypeusedinmax).1191 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1102 1102 1103 - Youcanselectoneof 5 differentprobability distributionprofilesfortherandom range,"flat" beingthedefault(allvaluesin therange are equallylikely).Ifyou selectanotherprofile,e.g. "increasing"to makehighernumbersmorelikely, you alsohaveo specifyascalealue(integer)thatisgreaterorequalto2. Higherscalevaluesresultinhigherpeaksinthedistributionprofiles(probablevaluesbecomeevenmore probable).1193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances. 1104 1104 1105 -{{code language="xml"}} 1106 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1107 -{{/code}} 1195 +{{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>"/}} 1108 1108 1109 -= Variables and namespaces = 1110 1110 1111 -As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1112 1112 1113 - == Creating and removing variables ==1199 +\\ 1114 1114 1115 - Youcancreate variables with certain actions and conditions, such asthe <set_value> action:1201 +(% id="common-attribute-groups" %) 1116 1116 1117 -{{code language="xml"}} 1118 - <set_value name="$foo" exact="$bar + 1" /> 1119 -{{/code}} 1203 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1120 1120 1121 - <set_value> also exists as a "condition",whichcan beuseful if you wanttopass informationabout theconditionsto theactions,that wouldotherwise be lost - like in acomplex <check_any> event condition,whereyouwant tocreate a variable onlyif you are in a certaincheck branch. (Otherpseudo-conditions are<remove_value>and<debug_text>.)1205 +(% 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. 1122 1122 1123 - The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.1207 +\\ 1124 1124 1125 -{{code language="xml"}} 1126 - <set_value name="$foo" operation="add" /> 1127 -{{/code}} 1209 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1128 1128 1129 - Thetrickishat <set_value> not only workson variables,butlso onlistelementsand tablekeys:1211 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1130 1130 1131 -{{code language="xml"}} 1132 - <set_value name="$list.{1}" exact="42" /> 1133 - <set_value name="$table.$foo" exact="42" /> 1134 -{{/code}} 1213 +(% 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>: 1135 1135 1136 - Theoperation //insert// is special, and it only works on lists. It inserts thevalueat the specified position (notethatthepositionbeyondthe last elementisalsovalidhere):1215 +{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1137 1137 1138 -{{code language="xml"}} 1139 - <set_value name="$list.{1}" exact="42" operation="insert" /> 1140 -{{/code}} 1217 +(% 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: 1141 1141 1142 - This shiftshepositionsfallllowingmentsupbyone.Ifmin/max/exactssing,thedefaultnullforinsertions,not1likeher cases.1219 +{{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}} 1143 1143 1144 - Appending is easier than that. Thefollowing actions are equivalent:1221 +{{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>"/}} 1145 1145 1146 -{{code language="xml"}} 1147 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1148 - <append_to_list name="$list" exact="42" /> 1149 -{{/code}} 1150 1150 1151 -Inserting at a position below 1 or above $list.count + 1 is not possible. 1152 1152 1153 - To remove variables or list/table entries, use <remove_value>:1225 +\\ 1154 1154 1155 -{{code language="xml"}} 1156 - <remove_value name="$foo" /> 1157 - <remove_value name="$list.{1}" /> 1158 - <remove_value name="$table.$foo" /> 1159 -{{/code}} 1227 +(% id="categorybroken_macroanchorrandom-ranges" %) 1160 1160 1161 - Removinganentryfrom alist shifts all followingelementsdownbyone.If you want toclearentry without removingit from thelist,just use <set_value> instead.1229 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1162 1162 1163 -= =Accessingremote variables==1231 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1164 1164 1165 - Youcan alsoreadand writeriables inherues byusingthevariablenames property key:1233 +{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1166 1166 1167 -{{code language="xml"}} 1168 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1169 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1170 -{{/code}} 1235 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1171 1171 1172 - Insteadof referencingacuebyname, youcould alsoreference itviaakeywordor another variable:1237 +{{code}}<set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}} 1173 1173 1174 -{{code language="xml"}} 1175 - <set_value name="static.$counter" operation="add" /> 1176 - <set_value name="parent.$foo" exact="42" /> 1177 - <set_value name="this.$bar" exact="parent" /> 1178 - <set_value name="$baz" exact="this.$bar.$foo" /> 1179 -{{/code}} 1239 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1180 1180 1181 - == Namespaces==1241 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}} 1182 1182 1183 - Inthe examples above,a variablewas writtentoandreadfromthe"this"cue.Thiscanbe necessary:the expression"$foo" maybedifferentfromthe expression"this.$foo". The reason forthat are namespaces.1243 +(% 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). 1184 1184 1185 - Consider this case:1245 +(% 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). 1186 1186 1187 -{{code language="xml"}} 1188 -<cue name="Root"> 1189 - <actions> 1190 - <set_value name="$foo" /> 1191 - </actions> 1192 - <cues> 1193 - <cue name="SubCue"> [...] 1194 - </cue> 1195 - </cues> 1196 -</cue> 1197 -{{/code}} 1247 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1198 1198 1199 - Whentherootcue creates $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.$foo", but since it's very commontohave a singlelocationfor mostvariables in the wholecue tree, the easy solution is to writejust "$foo" - because variable names are looked up in the **namespace cue**,which istherootbydefault. Also newlycreated variables endup inthe namespace, and not inthis"cue.1249 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 1200 1200 1201 - Youcanalso usethe keyword "**namespace**" inexpressions to get the namespacecue.1251 +(% id="variables-and-namespaces" %) 1202 1202 1203 -== =Definingacue's namespace ===1253 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1204 1204 1205 - Whenwritingacue, you canspecify what the namespaceofthecueshouldbe, byaddingthe//**namespace**//attribute.Thefollowingvaluesarepossible:1255 +(% 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). 1206 1206 1207 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1208 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1209 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1257 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1210 1210 1211 -{{warning}} 1212 -Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1213 1213 1214 -{{code language="xml"}} 1215 -<cue name="LibRef" ref="Lib"> 1216 - <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1217 - <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1218 -</cue> 1219 -{{/code}} 1220 -{{/warning}} 1260 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1261 + 1262 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1263 + 1264 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1265 + 1266 +{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1267 + 1268 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1269 + 1270 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed. 1271 + 1272 +{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1273 + 1274 +(% 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: 1275 + 1276 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1277 + 1278 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1279 + 1280 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1281 + 1282 +(% 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. 1283 + 1284 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1285 + 1286 +{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1287 + 1288 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1289 + 1290 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1291 + 1292 +{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1293 + 1294 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1295 + 1296 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1297 + 1298 + 1299 +(% id="accessing-remote-variables" %) 1300 + 1301 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1302 + 1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1304 + 1305 +{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1306 + 1307 +(% 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: 1308 + 1309 +{{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}} 1310 + 1311 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1312 + 1313 + 1314 +(% id="namespaces" %) 1315 + 1316 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1317 + 1318 +(% 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. 1319 + 1320 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1321 + 1322 +{{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}} 1323 + 1324 +(% 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. 1325 + 1326 +(% 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. 1327 + 1328 +(% id="defining-a-cues-namespace" %) 1329 + 1330 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1331 + 1332 +(% 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: 1333 + 1334 +* **(% 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 1335 +* **(% 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 1336 +* **(% 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¥. 1337 + 1338 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1339 + 1340 + 1341 +{{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> 1342 + 1343 +<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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