Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32981.5
edited by Owen Lake
on 2025/03/19 13:48
on 2025/03/19 13:48
Change comment:
There is no comment for this version
To version 32970.6
edited by Michael Baumgardt
on 2023/10/27 12:28
on 2023/10/27 12:28
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.Michael - Content
-
... ... @@ -407,11 +407,11 @@ 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) 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) 415 415 416 416 {{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." ... ... @@ -420,7 +420,7 @@ 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) 423 +* {{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) 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) 441 441 442 442 A space between number and suffix is allowed. 443 443 ... ... @@ -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}} 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}} 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}} 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}} 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 ... ... @@ -672,9 +672,9 @@ 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) 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) 678 678 679 679 Additional remarks: 680 680 ... ... @@ -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 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 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, the expression 'faction.argon' will not be resolved into a key value 730 -* {{code language="xml"}}table[{faction.argon} = 'bar'] {{/code}}⟹ a table that maps the expression 'faction.argon' to the string 'bar' 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 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}}⟹ 42 749 +* {{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}} ⟹ 42 755 755 756 756 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}}⟹ 1 776 +* {{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}}⟹ 5 780 +* {{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}}⟹ 3 784 +* {{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}} 788 +* {{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 ... ... @@ -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' 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' 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 818 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 819 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 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 $list, if it exists, null otherwise 823 +* {{code language="xml"}}@$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 $list, if it exists, null otherwise 828 828 829 829 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 830 830 ... ... @@ -932,10 +932,10 @@ 932 932 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers. 933 933 934 934 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 935 -* {{code language="xml"}}$money.formatted.default{{/code}}(using default format string '%s') 933 +* {{code language="xml"}}$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') 936 +* {{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 ... ... @@ -969,10 +969,10 @@ 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}} 970 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} 971 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 972 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 973 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 976 976 977 977 === Complete property documentation === 978 978 ... ... @@ -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.