Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32981.2
edited by Owen Lake
on 2025/03/19 13:42
on 2025/03/19 13:42
Change comment:
There is no comment for this version
To version 32958.1
edited by Daniel Turner
on 2023/08/22 19:09
on 2023/08/22 19:09
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Owen1 +xwiki:XWiki.Daniel - Content
-
... ... @@ -22,7 +22,7 @@ 22 22 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 23 23 24 24 {{info}} 25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[ Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]).25 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 26 26 27 27 To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 28 28 {{/info}} ... ... @@ -157,7 +157,7 @@ 157 157 158 158 * With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event. 159 159 160 -Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start -for root cues that happens at game start, otherwise after the parent cue becomes active).160 +Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 161 161 162 162 Examples: 163 163 ... ... @@ -217,11 +217,11 @@ 217 217 {{/code}} 218 218 219 219 {{info}} 220 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]]220 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 221 221 {{/info}} 222 222 223 -Script debug output 224 224 224 + 225 225 Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 226 226 227 227 Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. ... ... @@ -239,6 +239,7 @@ 239 239 {{/info}} 240 240 241 241 242 + 242 242 Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 243 243 244 244 {{code language="xml"}} ... ... @@ -289,9 +289,11 @@ 289 289 {{/code}} 290 290 291 291 {{warning}} 292 -These examples are definitely **__not__**examples of good scripting style.293 +These examples are definitely <u>not</u> examples of good scripting style. 293 293 {{/warning}} 294 294 296 + 297 + 295 295 So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 296 296 297 297 Notes: ... ... @@ -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 $baz would be created.332 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created. 330 330 331 331 {{code language="xml"}} 332 332 <library name="Lib"> ... ... @@ -361,6 +361,8 @@ 361 361 This sub-section requires basic knowledge of script expressions. 362 362 {{/info}} 363 363 367 + 368 + 364 364 In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 365 365 366 366 When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one. ... ... @@ -396,7 +396,7 @@ 396 396 397 397 * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword: 398 398 399 -{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}} 404 +{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}} 400 400 It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 401 401 {{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 402 402 ... ... @@ -407,20 +407,22 @@ 407 407 408 408 Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** 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) 415 +* {{code language="xml"}}0{{/code}} (integer number) 416 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 417 +* {{code language="xml"}}3.14159{{/code}} (floating point number) 418 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 419 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 415 415 416 416 {{info}} 417 417 Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 418 418 {{/info}} 419 419 425 + 426 + 420 420 You can write string literals by putting the string in single quotes: 421 421 422 422 * {{code language="xml"}}'Hello world'{{/code}} 423 -* {{code language="xml"}}''{{/code}}(empty string) 430 +* {{code language="xml"}}''{{/code}} (empty string) 424 424 * {{code language="xml"}}'String with a line break\n'{{/code}} 425 425 426 426 {{info}} ... ... @@ -432,12 +432,12 @@ 432 432 433 433 Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix: 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) 442 +* {{code language="xml"}}5000000000L{{/code}} (large integer) 443 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 444 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 445 +* {{code language="xml"}}500m{{/code}} (Length in metres) 446 +* {{code language="xml"}}10s{{/code}} (Time in seconds) 447 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 441 441 442 442 A space between number and suffix is allowed. 443 443 ... ... @@ -494,10 +494,10 @@ 494 494 |true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 495 495 |pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 496 496 |()|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 values498 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>> doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values504 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 505 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 499 499 |{}|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;"]])507 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 501 501 |+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 502 502 |-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 503 503 |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 ... ... @@ -507,7 +507,7 @@ 507 507 \\{{code language="xml"}}typeof 'Hello world'{{/code}}| 508 508 {{code language="xml"}}datatype.null{{/code}} 509 509 \\{{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;"]]517 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 511 511 |sin|unary| 512 512 {{code language="xml"}}sin(30deg){{/code}} 513 513 \\{{code language="xml"}}sin(pi){{/code}}| ... ... @@ -517,41 +517,7 @@ 517 517 {{code language="xml"}}cos(60deg){{/code}} 518 518 \\{{code language="xml"}}cos(pi){{/code}}| 519 519 {{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) 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 - 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 - 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 -))) 527 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required) 555 555 |sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 556 556 |exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 557 557 |log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) ... ... @@ -581,14 +581,14 @@ 581 581 gt 582 582 \\> (>)|binary| 583 583 {{code language="xml"}}1 gt 3{{/code}} 584 -\\{{code language="xml"}}1 >3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than557 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than 585 585 | 586 586 ge 587 587 \\>=|binary| 588 588 {{code language="xml"}}1 ge 3{{/code}} 589 -\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to562 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 590 590 |((( 591 - 564 += = 592 592 )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 593 593 |~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 594 594 |and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) ... ... @@ -630,8 +630,8 @@ 630 630 631 631 There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 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}} 606 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 607 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}} 635 635 636 636 When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 637 637 ... ... @@ -639,8 +639,8 @@ 639 639 640 640 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: 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}} 615 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 616 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}} 644 644 645 645 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 646 646 ... ... @@ -655,26 +655,29 @@ 655 655 * "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 656 656 ** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 657 657 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 658 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>d oc:||anchor="HValuecomparisons"]] with additional XML attributes can be more readable.631 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 659 659 660 - ==(% id="categorybroken_macroanchorstrings-and-formatting" %)Strings and formatting(%%)==633 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 661 661 635 + 636 +{{{==}}} 637 + 662 662 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 663 663 664 664 * {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 665 665 * {{code language="xml"}}'%1 + %2 = %3'.[$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;"]].643 +See also the section about [[value properties>>MediaWiki.NULL]]. 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'.645 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 670 670 \\To get a percent character in the result string, use '%%' in the format string. 671 671 \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 672 672 \\**[New as of X Rebirth 4.0]** 673 673 \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 674 674 675 -* {{code language="xml"}}'%,s'.[12345678]{{/code}}⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 676 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}}⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 677 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}}⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 651 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 652 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 653 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 678 678 679 679 Additional remarks: 680 680 ... ... @@ -683,14 +683,14 @@ 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). 684 684 685 685 {{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.662 +There are also special methods to [[NULL|format money values and time values]] using the "formatted" property. 687 687 {{/info}} 688 688 689 689 == Lists == 690 690 691 -Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>d oc:||anchor="HOperators"]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]].667 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 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>>d oc:||anchor="HValueproperties"]]. Lists can be empty, these are written as "[ ]".669 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]". 694 694 695 695 {{info}} 696 696 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." ... ... @@ -709,7 +709,7 @@ 709 709 (% id="categorybroken_macroanchortables" %) 710 710 == Tables == 711 711 712 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>> doc:||anchor="HOperators" style="outline-width: 0px !important; user-select: auto !important;"]]. See the section about [[value properties>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]] for how to access the contents of a table. [[Creating and removing entries>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.688 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 713 713 714 714 Almost all values are allowed as table keys, but there are a few exceptions: 715 715 ... ... @@ -719,15 +719,13 @@ 719 719 720 720 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 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 698 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 699 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 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 '$' 728 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}}⟹ a table that maps 1 to an empty list and 2 to an empty table 729 -* {{code language="xml"}}table[faction.argon = 'bar']{{/code}}⟹ error, '' does not start with a '$' 730 -* {{code language="xml"}}table[{faction.argon} = 'bar'] {{/code}}⟹ a table that maps 1 to an empty list and 2 to an empty table 701 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 702 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 703 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 704 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 731 731 732 732 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 733 733 ... ... @@ -748,10 +748,10 @@ 748 748 749 749 You can look up a property by appending a dot and the key in curly braces: 750 750 751 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}}⟹ 100 (reading the first element) 752 -* {{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) 753 -* {{code language="xml"}}[].{'count'}{{/code}}⟹ 0 754 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}}⟹ 42 725 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 726 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 727 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 728 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 755 755 756 756 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 757 757 ... ... @@ -775,19 +775,19 @@ 775 775 776 776 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 777 777 778 -* {{code language="xml"}}[1, 6, 8].min{{/code}}⟹ 1 752 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1 779 779 780 780 **average'** returns the average (but all element types have to be compatible) 781 781 782 -* {{code language="xml"}}[1, 6, 8].average{{/code}}⟹ 5 756 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 783 783 784 784 **indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list 785 785 786 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}}⟹ 3 760 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 787 787 788 788 **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 789 789 790 -* {{code language="xml"}}[1, 6, 8].clone{{/code}}⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 764 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 791 791 792 792 A table has different properties: 793 793 ... ... @@ -804,7 +804,7 @@ 804 804 * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 805 805 806 806 {{info}} 807 -The string formatting syntax that you have seen [[above >>doc:||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.781 +The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 808 808 {{/info}} 809 809 810 810 === (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === ... ... @@ -811,20 +811,20 @@ 811 811 812 812 If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 813 813 814 -* {{code language="xml"}}$list.{5}{{/code}}⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 815 -* {{code language="xml"}}$list.{5}?{{/code}}⟹ true if $list exists and has the property 5, false otherwise 816 -* {{code language="xml"}}$table.$key?{{/code}}⟹ Analogously, true if $table exists and has the string property '$key' 788 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 789 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 790 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 817 817 818 818 The question mark can even be applied to variables: 819 819 820 -* {{code language="xml"}}$list{{/code}}⟹ The value stored under the name $list, or an error if there is no such variable 821 -* {{code language="xml"}}$list?{{/code}}⟹ true if the variable exists, false otherwise 794 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 795 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 822 822 823 823 To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 824 824 825 -* {{code language="xml"}}@$list.{5}{{/code}}⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 826 -* {{code language="xml"}}@$list{{/code}}⟹ The list if this variable exists, null otherwise 827 -* {{code language="xml"}}@$list.{5}.{1}{{/code}}⟹ The first element of the fifth element of $list, if it exists, null otherwise 799 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 800 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 801 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 828 828 829 829 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. 830 830 ... ... @@ -856,11 +856,11 @@ 856 856 |profile| 857 857 profile.flat 858 858 \\profile.increasing 859 -\\profile.bell|Probability distribution profile (see [[random ranges>> doc:||anchor="HRandomranges" style="outline-width: 0px !important; user-select: auto !important;"]])833 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 860 860 |cuestate| 861 861 cuestate.waiting 862 862 \\cuestate.active 863 -\\cuestate.complete|[[Cue states>> ||anchor="HCues" style="outline-width: 0px !important; user-select: auto !important;"]]837 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 864 864 |level| 865 865 level.easy 866 866 \\level.medium ... ... @@ -880,8 +880,6 @@ 880 880 \\faction.argongovernment|Factions 881 881 ))) 882 882 883 -{{id name="typeof"/}} 884 - 885 885 {{info}} 886 886 With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 887 887 ... ... @@ -929,13 +929,13 @@ 929 929 === (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) === 930 930 931 931 **[New as of X Rebirth 4.0]** 932 -\\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.904 +\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 933 933 934 934 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 935 -* {{code language="xml"}}$money.formatted.default{{/code}}(using default format string '%s') 907 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 936 936 937 937 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 938 -* {{code language="xml"}}$time.formatted.default{{/code}}(using default format string '%T') 910 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 939 939 940 940 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 941 941 ... ... @@ -965,14 +965,14 @@ 965 965 * {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 966 966 * {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 967 967 968 -For documentation of time format strings, see the Lua function ConvertTimeString() in the [[ Lua function overview>>doc:X RebirthWiki.Modding.UI.Lua.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]].940 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 969 969 970 970 Examples: 971 971 972 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} 973 -* {{code language="xml"}}(151s).formatted.default{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 974 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 975 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹ {{code language="xml"}}'0:02'{{/code}} 944 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} 945 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 946 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 947 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 976 976 977 977 === Complete property documentation === 978 978 ... ... @@ -984,7 +984,7 @@ 984 984 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: 985 985 986 986 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 987 -* Chrome: The Chrome launcher has to be started with the command-line parameter -- ~-~---allow-file-access-from-files959 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 988 988 {{/info}} 989 989 990 990 This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field: ... ... @@ -1009,7 +1009,6 @@ 1009 1009 1010 1010 * 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). 1011 1011 * 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. 1012 -** (!) Pitfall: It is recommended that cues are not removed if they were previously released in public builds, to prevent future cues with the same name leading to errors (see example below). Instead they can be emptied and marked as deprecated. 1013 1013 * 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. 1014 1014 * You CANNOT change a <cue> to a <library> or vice versa. 1015 1015 * 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.) ... ... @@ -1031,34 +1031,6 @@ 1031 1031 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. 1032 1032 {{/warning}} 1033 1033 1034 -{{warning}} 1035 -(% id="cke_bm_221021S" style="display:none" %) (%%)Cue Removal Pitfall: 1036 -If you remove a cue and then later add another cue with the same name, old save files will not know that the cue has been removed inbetween. In the following example the first cue was created setting $val_1 and the game is saved. 1037 -{{code language="xml"}}<cue name="Deprecated_Test1"> 1038 - <actions> 1039 - <set_value name="$val_1" exact="'old value'"/> 1040 - <debug_text text="$val_1"/> 1041 - </actions> 1042 -</cue>{{/code}} 1043 -\\If the Cue is deleted and years later a new cue with the same name appears, the old save will consider the new cue as already completed without executing its actions. The Cue PrintValue will fail to find a variable set up in its parent. 1044 -{{code language="xml"}}<cue name="Deprecated_Test1"> 1045 - <actions> 1046 - <set_value name="$val_2" exact="'new value'"/> 1047 - <debug_text text="$val_2"/> 1048 - </actions> 1049 - <cues> 1050 - <cue name="PrintValue"> 1051 - <actions> 1052 - <debug_text text="$val_2"/> 1053 - </actions> 1054 - </cue> 1055 - </cues> 1056 -</cue>{{/code}} 1057 -\\To avoid this, do not delete any cues (once they are public for save game compatibility), but empty them out and mark them as deprecated. This will prevent new cues with the same name in the script. 1058 -{{code language="xml"}}<!-- Deprecated Cues, kept to not duplicate names in future cues --> 1059 -<cue name="Deprecated_Test1" comment="deprecated"></cue>{{/code}} 1060 -{{/warning}} 1061 - 1062 1062 == Patching == 1063 1063 1064 1064 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. ... ... @@ -1137,6 +1137,7 @@ 1137 1137 <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1138 1138 {{/code}} 1139 1139 1083 + 1140 1140 = Variables and namespaces = 1141 1141 1142 1142 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). ... ... @@ -1191,6 +1191,7 @@ 1191 1191 1192 1192 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. 1193 1193 1138 + 1194 1194 == Accessing remote variables == 1195 1195 1196 1196 You can also read and write variables in other cues by using the variable name as property key: