Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 31068.1
edited by Daniel Turner
on 2023/04/14 16:47
on 2023/04/14 16:47
Change comment:
Created page with "{{Info |body = Please note that this is officially-maintained documentation. To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page. }} <span style="color: rgb(0,0,0);text-decoration: none;"><br /> </span> <span style="color: rgb(0,0,0);text-decoration: none;">The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission D..."
To version 32942.1
edited by Daniel Turner
on 2023/08/22 17:14
on 2023/08/22 17:14
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
Details
- Page properties
-
- Tags
-
... ... @@ -1,1 +1,1 @@ 1 -Broken_macro/anchor 1 +Broken_macro/anchor|Broken macro/anchor - Content
-
... ... @@ -1,556 +1,561 @@ 1 - {{info body="Pleasenotethatthis isofficially-maintained documentation.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.\\ 2 2 3 - Toensurethatyoucanrelyon theinformationhaving beencheckedbyEgosoft,youwill notbe ableto editthis page."/}}3 +An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)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 +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++). 5 5 7 +{{{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.}}} 6 6 7 -(% style="color: rgb(0,0,0);text-decoration: none;" %)9 +(% id="md-scripts" %) 8 8 9 - 10 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 11 - 12 - 13 -(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 14 - 15 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 16 - 17 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 18 - 19 - 20 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 21 - 22 - 23 -(% id="table-of-contents" %) 24 - 25 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 26 - 27 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 28 - 29 29 {{toc/}} 30 30 31 - (%style="color: rgb(0,0,0);text-decoration:none;" %)13 += MD scripts = 32 32 15 +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. 33 33 34 - (%id="md-scripts"%)17 +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. 35 35 36 - =(% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%)=19 +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/]](%%) (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. 37 37 38 - (%style="color:rgb(0,0,0);text-decoration:none;" %)MDscriptsare notnecessarilymissions.AnMDfilecancontainapartof amission,multiplemissions,ornomissionat all,astheMD isusedformore thanjustmissions.21 +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. 39 39 40 -(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names. 23 +{{info}} 24 +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]]). 41 41 42 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 26 +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." 27 +{{/info}} 43 43 44 - (% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If youare editingthe XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if youare editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.29 +== Script debug output == 45 45 46 - {{notebody="Evenif yourscriptis free of XSD errors,that doesnot meanthat thescript syntaxis correct. For example,thereare XML elementsthat requiretleastoneofmultiplettributes,but this requirementcannotbereflectedinschema(apartfromdocumentation text).Please noticetheXSD documentationof theelementsand attributes,e.g.displayedviatooltips inVisual Studio/ Visual WebDeveloper. Please also note additionalrequirementsfor MD cue attributes inthis guide (see [[NULL|Conditions]]).31 +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 in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. 47 47 48 -To c heck for errors, please pay attentionto in-gameerrormessagesthatareproduced whileyourscriptis imported,and run-timeerrorswhilethescriptruns. TheXSDfiles can help youalot, but youshouldnot rely on the absenceof XSDerrors."/}}33 +To collect all messages in a file, start the game with the following parameters on the command line: 49 49 35 +{{code}}-logfile debuglog.txt{{/code}} 50 50 37 +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: 51 51 52 - (% id="categorybroken_macroanchorscript-debug-output" %)39 +{{code}}-debug scripts{{/code}} 53 53 54 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Scriptdebugoutput(%%)==41 +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.\\ 55 55 56 - (%style="color: rgb(0,0,0);text-decoration:none;" %)Thegame canprinterrormessages and,when enabled, alsogeneralmessages.Errormessagescan originatefromthe scripting system, but also from other game sub-systems. They can be viewedinthe (% style="color: rgb(0,0,0);text-decoration:none;" %)in-game[[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].43 +The script action <debug_text> can be used to print debug messages from within a script.\\ 57 57 58 - (% style="color:rgb(0,0,0);text-decoration:none;" %)(%style="color: rgb(0,0,0);text-decoration: none;" %)To collectall messages(%%) in a file, startthe game with the following parameterson the command line:45 += MD script structure = 59 59 60 - (%style="color:rgb(0,0,0);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}-logfile debuglog.txt{{/code}}47 +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. 61 61 62 - (% style="color:rgb(0,0,0);text-decoration:none;" %)All messages, includingenablednon-errormessages, will be writtenintothe logfile.You can find it in your personalfolder, where your save folder islocated.To enablescripting-specificdebug messages, addthe following tothe commandline:49 +The XML root node of an MD file is called "mdscript" and looks like this: 63 63 64 -(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 51 +{{code language="xml"}} 52 +<?xml version="1.0" encoding="utf-8"?> 53 +<mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 54 +{{/code}} 65 65 66 - (% style="color: rgb(0,0,0);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%)Otherdebugfiltersotherthan"scripts"canbeenabledby repeatingthe-debugcommandfor eachfiltername,but that israrelyneededfor scripting.56 +"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 scriptΓÇÖs contents easily. 67 67 58 +The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 68 68 69 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script. 60 +{{code language="xml"}} 61 +<?xml version="1.0" encoding="utf-8"?> 62 +<mdscript name="ScriptName" ...> 63 + <cues> 64 + <cue name="RootCue1"> [...] 65 + </cue> 66 + <cue name="RootCue2"> [...] 67 + </cue> 68 + </cues> 69 +</mdscript> 70 +{{/code}} 70 70 72 +== Cues == 71 71 72 - (%style="color:rgb(0,0,0);text-decoration:none;"%)74 +Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: 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. 73 73 76 +A cue can have the following states: 74 74 75 -(% id="md-script-structure" %) 78 +* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 79 +* **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. 80 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\ 76 76 77 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 78 78 79 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. 80 80 81 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this: 84 +* **Complete**: The cue has finished performing its actions. 85 +* **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. 82 82 83 -{{code}}<?xml┬áversion="1.0"┬áencoding="utf-8"?><mdscript┬áname="ScriptName"┬áxmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"┬áxsi:noNamespaceSchemaLocation="md.xsd">{{/code}} 84 - 85 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 86 - 87 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 88 - 89 -{{code}}<?xml┬áversion="1.0"┬áencoding="utf-8"?><mdscript┬áname="ScriptName" ...>┬á <cues>┬á┬á┬á <cue┬áname="RootCue1"> [...]┬á┬á┬á </cue>┬á┬á┬á <cue┬áname="RootCue2"> [...]┬á┬á┬á </cue>┬á </cues></mdscript>{{/code}} 90 - 91 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 92 - 93 -(% id="categorybroken_macroanchorcues" %) 94 - 95 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 96 - 97 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 98 - 99 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 100 - 101 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing. 102 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 103 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state. 104 104 \\ 105 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions. 106 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 107 107 108 - (%style="color:rgb(0,0,0);text-decoration:none;"%)89 +{{info}}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.{{/info}} 109 109 91 +This is how a cue node looks like: 110 110 111 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 112 -</span>"/}} 93 +{{code language="xml"}} 94 +<cue name="CueName"> 95 + <conditions> [...] 96 + </conditions> 97 + <delay exact="5s" /> 98 + <actions> [...] 99 + </actions> 100 + <cues> [...] 101 + </cues> 102 +</cue> 103 +{{/code}} 113 113 105 +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. 114 114 107 +== Conditions == 115 115 116 - (%style="color:rgb(0,0,0);text-decoration: none;"%)109 +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. 117 117 111 +**Non-event conditions** 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. 118 118 119 - (%style="color:rgb(0,0,0);text-decoration:none;"%)This ishow a cue node looks like:113 +**Event conditions** 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 "event_" 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. 120 120 121 - {{code}}<cue┬áname="CueName">┬á<conditions>[...]┬á </conditions>┬á<delay┬áexact="5s"/>┬á <actions> [...]┬á </actions>┬á <cues> [...]┬á </cues></cue>{{/code}}115 +Example for an event condition: 122 122 123 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 117 +{{code language="xml"}} 118 +<conditions> 119 + <event_object_destroyed object="$target"/> 120 +</conditions> 121 +{{/code}} 124 124 125 - (% style="color:rgb(0,0,0);text-decoration:none;" %)123 +Example for an event condition with an additional (non-event) check: 126 126 125 +{{code language="xml"}} 126 +<conditions> 127 + <event_player_killed_object/> 128 + <check_value value="event.param.isclass.turret"/> 129 +</conditions> 130 +{{/code}} 127 127 128 - (% id="categorybroken_macroanchorconditions"%)132 +Example for an event condition with two alternative events and a common additional check: 129 129 130 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 134 +{{code language="xml"}} 135 +<conditions> 136 + <check_any> 137 + <event_cue_completed cue="Cue1"/> 138 + <check_all> 139 + <event_player_killed_object/> 140 + <check_value value="event.param.isclass.turret"/> 141 + </check_all> 142 + </check_any> 143 + <check_age min="$starttime"/> 144 +</conditions> 145 +{{/code}} 131 131 132 - (% style="color:rgb(0,0,0);text-decoration: none;"%)The <conditions> node can contain one orultiple conditions,all of which mustbe met toactivate the cue. Ifthenodeismissing, the cue will become active unconditionally. The conditions are checked insequence, andif a check fails, thefollowing conditionsare ignored. Therearewo typesof conditions: Events and non-eventconditions.147 +For more information about expressions and event parameters, see below. 133 133 134 -** (% style="color:rgb(0,0,0);text-decoration:none;"%)Non-event conditions(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %) arecheckedeitheronce orrepeatedly ina fixed interval.They may be basedsimple valuesor ranges,suchsa particularin-gametimehavingbeenreachedortheplayerhavinga certainamountof money.Theymay alsobebasedonmorecomplexplayerinformation,suchas whatships they own,whethertheplayerisin a particularareaornear a particularobject.149 +**<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. 135 135 136 - **(%style="color: rgb(0,0,0);text-decoration:none;" %)Eventconditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as theevent that a particular object hasbeen targeted,attackedor destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ soyou caneasilydetermine a condition type.After an event condition youcan specify one or more non-eventconditions, which will be checkedadditionallywhenever the eventhappens. If a condition uses an event, it mustbe in thefirst sub-node of the<conditions> node. Its even possible to define multiplealternative events that shouldactivate the cue. The firstsub-node should be <check_any>inhis case, so only one of its sub-conditions has to be met.151 +If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 137 137 138 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Examplefor an event condition:153 +* 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).\\ 139 139 140 -{{code}}<conditions>┬á <event_object_destroyed┬áobject="$target"/></conditions>{{/code}} 141 141 142 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 143 143 144 - {{code}}<conditions>┬á<event_player_killed_object/>┬á<check_value┬ávalue="event.param.isclass.turret"/></conditions>{{/code}}157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 145 145 146 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Exampleforan eventcondition withtwornative eventsandacommonadditional check:159 +Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 147 147 148 - {{code}}<conditions>┬á <check_any>┬á ┬á <event_cue_completed┬ácue="Cue1"/>┬á ┬á <check_all>┬á┬á ┬á┬á <event_player_killed_object/>┬á┬á ┬á┬á <check_value┬ávalue="event.param.isclass.turret"/>┬á ┬á </check_all>┬á </check_any>┬á <check_age┬ámin="$starttime"/></conditions>{{/code}}161 +Examples: 149 149 150 - (% style="color:rgb(0,0,0);text-decoration:none;" %)Formoreinformationaboutexpressionsandeventparameters,seebelow.163 +Check conditions every 5 seconds, but start checking only 1 hour after game start. 151 151 152 -**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 165 +{{code language="xml"}} 166 +<cue name="Foo" checktime="1h" checkinterval="5s"> 167 + <conditions> 168 + [...] 169 +</cue> 170 +{{/code}} 153 153 154 - (% style="color:rgb(0,0,0);text-decoration: none;" %)If a cue hasa<conditions>nodewithoutanyevent,it musthaveone of theattributes (%%)//**(% 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;" %).172 +Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 155 155 156 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 157 -\\ 158 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 174 +{{code language="xml"}} 175 +<cue name="Foo" checktime="player.age + 3s" onfail="cancel"> 176 + <conditions> 177 + [...] 178 +</cue> 179 +{{/code}} 159 159 160 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %) to set the time of the firstcondition check(also possible incombination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//).The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime//can beanexpression withvariables and is evaluatedwhen the cue is enabled(when the condition checks would normally start ΓÇôforrootcuesthat happens at game start, otherwise after theparent cue becomes active).181 +The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 161 161 162 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 163 163 164 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 165 165 166 -{{ code}}<cue┬áname="Foo"┬áchecktime="1h"┬ácheckinterval="5s">┬á<conditions>┬á[...]</cue>{{/code}}185 +{{info}}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.{{/info}} 167 167 168 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Check conditions3 seconds after the cue is enabled, and cancel the cue in case of failure.187 +== Actions == 169 169 170 - {{code}}<cue┬áname="Foo"┬áchecktime="player.age+3s"┬áonfail="cancel">┬á<conditions>┬á[...]</cue>{{/code}}189 +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>: 171 171 172 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 191 +{{code language="xml"}} 192 +<delay min="10s" max="30s"/> 193 +{{/code}} 173 173 174 - \\195 +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: 175 175 197 +{{code language="xml"}} 198 +<event_cue_completed cue="parent"/> 199 +{{/code}} 176 176 201 +<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. 177 177 178 - {{notebody="Reminder:Whenusing anXSD-capable editor,it's agreathelp,butyoucannotrelyonthatalone toverifycorrectness.Pleasealsocheckthedocumentationand lookforerrors in the gamedebugoutput.Concretely,theschema cannottellwhether the above cueattributes areusedcorrectly."/}}203 +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>. 179 179 205 +Example, which selects one of the three texts randomly: 180 180 207 +{{code language="xml"}} 208 +<actions> 209 + <do_any> 210 + <debug_text text="'Hello world'"/> 211 + <debug_text text="'Welcome to the MD'"/> 212 + <debug_text text="'And now for something completely different'"/> 213 + </do_any> 214 +<actions> 215 +{{/code}} 181 181 182 -\\ 183 183 184 -(% id="actions" %) 185 185 186 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Actions(%%) ==219 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[NULL|Script debug output]].{{/info}} 187 187 188 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 189 189 190 -{{code}}<delay┬ámin="10s"┬ámax="30s"/>{{/code}} 191 191 192 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Note thatduringthedelaythecue isalready intheactivestate,andthe sub-cueshavebeenenabled!If youwanttomakesure thatasub-cueonly becomes activeafterthiscueiscomplete,thereis a useful eventconditionforthat:223 +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. 193 193 194 - {{code}}<event_cue_completed┬ácue="parent"/>{{/code}}225 +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. 195 195 196 - (% style="color: rgb(0,0,0);text-decoration: none;"%)<actions>isoptional.Leaving it outmaybe usefulifyouonlywanttoenablesub-cuesafter thecueΓÇÖs conditioncheck.The statetransitionrom activetocompletewillstilltake the<delay>nodeintoaccount.227 +**<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. 197 197 198 - (% style="color:rgb(0,0,0);text-decoration:none;"%)NotethattheMD script language isnotdesigned as a programminglanguage.Theactionsare performed in sequence, althoughtheycanbenestedto form more complex structures. Loops and conditionalsexist to someextent,butnot necessarilyin the sense that a programmer might expect.Analogouslyto <check_all> and <check_any>,youcanuse(%%)**(% style="color: rgb(0,0,0);text-decoration:none;"%)<do_all>(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %) to performallthecontainedsub-node actions,and (%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)toperform onlyoneof them.<do_all> isparticularly usefulwhennesteda<do_any>.229 +Every action can have a //**chance**// 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. 199 199 200 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Example, whichselectsone of the three texts randomly:231 += Libraries = 201 201 202 - {{code}}<actions>┬á<do_any>┬á┬á<debug_text┬átext="'Helloworld'"/>┬á┬á<debug_text┬átext="'Welcometo theMD'"/>┬á┬á<debug_text┬átext="'And now forsomethingcompletely different'"/>┬á</do_any><actions>{{/code}}233 +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. 203 203 204 -{{no tebody="<spanstyle=~"color:rgb(0,0,0);text-decoration: none;~">Messagesprintedwith <debug_text> are usuallyonly visiblewhenheΓÇ£scriptsΓÇ¥debug filterisenabled,see [[NULL|Scriptdebugoutput]].</span>"/}}235 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 205 205 206 206 207 207 208 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Eachchildaction in a <do_any> nodecan have a (%%)//**(%style="color:rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(%style="color:rgb(0,0,0);text-decoration: none;"%)attribute,whichcanbe usedtocontroltherandomselection ofanactionnode. The defaultweightofachild nodeis 1.239 +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: 209 209 210 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 241 +{{code language="xml"}} 242 +<library name="LibFoo" checktime="1h" checkinterval="5s"> 243 + <conditions> 244 + [...] 245 +</library> 246 +{{/code}} 211 211 212 - **(%style="color:rgb(0,0,0);text-decoration:none;"%)<do_while>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)alsoexists,but shouldbe usedcarefully, sinceitstheonlyaction that couldcause aninfiniteloop, whichfreezes thegame without anychanceofrecovery.248 +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. 213 213 214 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(%style="color:rgb(0,0,0);text-decoration:none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute,if youonly want it to beperformed withthat chance,givenas percentage. Otherwise it will simplybe skipped. If chance isused on a conditional action such as <do_if>, thescript will behave as ifthe condition check failed.250 +To use a library, use the attribute ref: 215 215 216 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 252 +{{code language="xml"}} 253 +<cue name="Foo" ref="LibFoo"/> 254 +{{/code}} 217 217 256 +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: 218 218 219 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 258 +{{code language="xml"}} 259 +<cue name="Foo" ref="md.ScriptName.LibFoo"/> 260 +{{/code}} 220 220 221 -( %id="libraries"%)262 +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.) 222 222 223 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Libraries(%%)=264 +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! 224 224 225 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Libraries arecues whicharenotcreateddirectlybutonlyserve as templates forothercues.Thisallowsfor modularisation,soyoucan re-uselibrary cues inmanydifferentmissions.266 +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: 226 226 227 -{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}} 268 +{{code language="xml"}} 269 +<cue name="Foo" ref="LibFoo"/> 270 +<cue name="Bar" ref="LibFoo"/> 228 228 272 +<library name="LibFoo"> 273 + <actions> 274 + <cancel_cue cue="this"/> 275 + <cancel_cue cue="LibFoo"/> 276 + <cancel_cue cue="Foo"/> 277 + <cancel_cue cue="Baz"/> 278 + <cancel_cue cue="md.Script.Foo"/> 279 + <cancel_cue cue="md.Script.LibFoo"/> 280 + <cancel_cue cue="md.Script.Baz"/> 281 + </actions> 282 + <cues> 283 + <cue name="Baz"> [...] 284 + </cues> 285 +</library> 286 +{{/code}} 229 229 230 230 231 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Library cuesarewritten like normalcues,theyarealsodefinedin a<cues>de, justwith thedifference that theXMLtagisalled libraryinstead of cue:289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 232 232 233 -{{code}}<library┬áname="LibFoo"┬áchecktime="1h"┬ácheckinterval="5s">┬á <conditions>┬á [...]</library>{{/code}} 234 234 235 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 236 236 237 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Touse a library,use the attribute ref:293 +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. 238 238 239 - {{code}}<cue┬áname="Foo"┬áref="LibFoo"/>{{/code}}295 +Notes: 240 240 241 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix: 297 +* 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). 298 +* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 299 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 242 242 243 - {{code}}<cue┬áname="Foo"┬áref="md.ScriptName.LibFoo"/>{{/code}}301 +== Library Parameters == 244 244 245 - (%style="color:rgb(0,0,0);text-decoration:none;"%)When therefattribute isprovided,allotherattributes(exceptforname)will be ignoredandtakenfrom the librarycue instead.((%style="color:rgb(0,0,0);text-decoration:none;" %)By defaulta librarycreatesitsownnamespace,asif namespace="static"werespecified.Seethesectionaboutnamespaces.(%%))303 +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. 246 246 247 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will becreated assub-cues of the cue that uses it. They are definedin thelibrary as <cue>,notas <library>. (Although you can define a library asa 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!305 +Parameters are defined like this: 248 248 249 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 307 +{{code language="xml"}} 308 +<library name="Lib" onfail="cancel"> 309 + <params> 310 + <param name="foo"/> 311 + <param name="bar" default="42"/> 312 + <param name="baz" default="player.age"/> 313 + </params> 314 + [...] 315 +</library> 316 +{{/code}} 250 250 251 - {{code}}<cue┬áname="Foo"┬áref="LibFoo"/><cue┬áname="Bar"┬áref="LibFoo"/><library┬áname="LibFoo">┬á <actions>┬á┬á <cancel_cue┬ácue="this"/>┬á┬á┬á┬á┬á┬á┬á┬á┬á┬á┬á <!-- Cancelsthe cue referencing LibFoo -->┬á ┬á <cancel_cue┬ácue="LibFoo"/>┬á┬á┬á ┬á┬á ┬á ┬á <!-- CancelsthecuereferencingLibFoo-->┬á ┬á <cancel_cue┬ácue="Foo"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- Error, Foo not foundin library-->┬á ┬á <cancel_cue┬ácue="Baz"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- CancelsBaz intheeferencing cue-->┬á┬á <cancel_cue┬ácue="md.Script.Foo"/>┬á┬á┬á<!-- Cancels Foo -->┬á ┬á <cancel_cue┬ácue="md.Script.LibFoo"/>┬á<!--Error, trying tocancellibrary -->┬á ┬á <cancel_cue┬ácue="md.Script.Baz"/>┬á┬á┬á<!-- Error, tryingto cancellibrary sub-cue-->┬á </actions>┬á<cues>┬á┬á <cue┬áname="Baz">[...]┬á<!-- Sub-cueis createdin all cuesreferencing LibFoo-->┬á </cues></library>{{/code}}318 +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: 252 252 253 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 320 +{{code language="xml"}} 321 +<cue name="Foo" ref="Lib"> 322 + <param name="foo" value="race.argon"/> 323 + <param name="bar" value="0"/> 324 +</cue> 325 +{{/code}} 254 254 327 +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 $baz would be created. 255 255 329 +{{code language="xml"}} 330 +<library name="Lib"> 331 + <params> 332 + <param name="foo"/> 333 + </params> 334 + <actions> 335 + <debug_text text="$foo"/> 336 + </actions> 337 +</library> 338 +{{/code}} 256 256 257 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Sowhenwritingthe library,youdonΓÇÖt haveto worryaboutname confusion, justusetheamesofcuesin your library and itwill workasexpectedwhen the libraryis used. Names ofcuesthatdonotbelong tothelibrarywillnotbe availableinexpressions(see Foointheexampleabove),however, namesofotherlibrariesinthe file areavailablewhenreferencingthemin the refattribute.340 +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. 258 258 259 - (%style="color: rgb(0,0,0);text-decoration:none;" %)Notes:342 += Instantiation = 260 260 261 -* (% style="color: rgb(0,0,0);text-decoration: n one;" %)It is//not//possible todirectlycalla cue which is 'inside' thelibraryfrom'outside'ofthelibrary,but it ispossibletosignalthelibraryref itself(possiblywithparameters)andhave asub-cue insidethelibrary listentothesignalon thelibrary ref(possiblycheckingtheparameters).262 - *(% style="color: rgb(0,0,0);text-decoration: none;" %)You//can//accessvariablesin the libraryrootbutgenerallythis shouldbe avoidedinfavorofparameterizing the library!263 - **(%style="color:rgb(0,0,0);text-decoration:none;"%)thereare some caseswhereyou dowant toaccess thesevariables directly,forexample formaintaining savegamecompatibilitywhen patching.344 +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 (% style="color: rgb(0,0,0);text-decoration: underline;" %)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.** 345 +\\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 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. 346 +\\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. 264 264 265 - (% id="library-parameters"%)348 +== Cleaning up instances explicitly == 266 266 267 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)LibraryParameters(%%)==350 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 268 268 269 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Alibrarycanbeparametrised,so thatitcanbe adaptedtotheneedsof amissionsthatusesit.Youcan definerequired and/or optionalparametersfor alibrary, anditwillbevalidated at loadtimethatthe userofhelibrary has provided all required parameters.352 +{{info body="<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."/}} 270 270 271 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Parametersre defined like this:354 +== Access to instances == 272 272 273 -{{code}}<library┬áname="Lib" onfail="cancel">┬á <params>┬á┬á┬á <param┬áname="foo"/>┬á┬á┬á <param┬áname="bar"┬ádefault="42"/>┬á┬á┬á <param┬áname="baz"┬ádefault="player.age"/>┬á </params>┬á [...]</library>{{/code}} 274 274 275 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 276 276 277 -{{ code}}<cue┬áname="Foo"┬áref="Lib">┬á<param┬áname="foo"┬ávalue="race.argon"/>┬á<param┬áname="bar"┬ávalue="0"/></cue>{{/code}}358 +{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}} 278 278 279 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 280 280 281 -{{code}}<library┬áname="Lib">┬á <params>┬á ┬á <param┬áname="foo"/>┬á </params>┬á <actions>┬á ┬á <debug_text┬átext="$foo"/>┬á </actions></library>{{/code}} 282 282 283 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Ifyourlibraryis supposedtoprovide a result to thelibraryuser, it isrecommendedtostore a predefinedvariable in thelibrary cue with astandardisedname,e.g.$result.The userwill beableto readitviaCueName.$result. Thisvariable doesnothavetobedefinedasaparameterbutshould bedocumentedinthelibrary.362 +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. 284 284 285 - (%style="color:rgb(0,0,0);text-decoration:none;"%)364 +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. 286 286 366 +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. 287 287 288 - (% style="color:rgb(0,0,0);text-decoration:none;" %)┬á368 +Example chart: 289 289 290 - (%id="instantiation" %)370 +[[~[~[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]]\\ 291 291 292 - =(%style="color: rgb(0,0,0);text-decoration:none;"%)Instantiation(%%)=372 +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. 293 293 294 - (% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions aremet. 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 itssub-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.374 +Example situations: 295 295 296 -(% style="color: rgb(0,0,0);text-decoration: none;" %)An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 376 +* In the static tree: Cue names in expressions are always resolved to the static cues. 377 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 378 +* 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. 379 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 380 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 381 +* 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. 297 297 298 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Instances that are createdvia (%%)//(% style="color: rgb(0,0,0);text-decoration:none;" %)instantiate// are called**instantiatedcues**.Butsub-cuesofinstancesare alsoinstances((%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %)) -theyare createdwhenhey enter the waiting state.An instance isremovedagain(therebyfreeingitsmemory) when it iscompleteor cancelled, andwhenallitsinstancesub-cueshave beenremoved before. The simplestcaseisaninstantiatingcuewithnosub-cues: Theinstanceis created,theactions areperformed,and theinstanceis removedimmediately oncompletion.A pitfallcould bean instancewith asub-cuethatis forever inhe waitingstate(e.g. waiting for anevent from analreadydestroyedobject). It can neverberemoved,soyoushouldcleanupsuch acueyourself,e.g.by cancellingitexplicitly.383 +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. 299 299 300 - (%style="color:rgb(0,0,0);text-decoration:none;"%)385 +To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves. 301 301 387 +In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).** 302 302 303 - (%id="cleaning-up-instances-explicitly"%)389 +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.) 304 304 305 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%)==391 +== Pitfalls == 306 306 307 - (% style="color: rgb(0,0,0);text-decoration:none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %) also cancels all its sub-cues, and cancelling a static cue stopsitrom instantiating more cues - but it does not cancelitsinstances. Resetting a cuewith(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color:rgb(0,0,0);text-decoration:none;" %) resets both sub-cues andinstantiated cues, but has the (desired) side effect that conditionchecks will start again if theparent cueΓÇÖs state allowsit. Even asub-instancethat has beenreset 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 (onlyits static cue is). Resetting will also induce the clean-up reliably, but keepinmind that this is not the case forinstancesub-cues.393 +Some additional common pitfalls with respect to instantiation are listed here. There may be more. 308 308 309 - {{infobody="<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~"><cancel_cue>and <reset_cue>onlytakeeffectfterall remaining actionsofthecurrentcueareperformed.So you caneven safely cancelthecuethat youare currentlyin(keywordΓÇ£</span>'''<span style=~"color:rgb(0,0,0);text-decoration:none;~">this</span>'''<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">ΓÇ¥)orany ancestorcue,and still performmore actionsafterwards.</span>"/}}395 +* **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:\\ 310 310 397 +{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 398 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 399 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 311 311 401 +* **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 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. 402 +* **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 wouldnΓÇÖt exist under other circumstances. 312 312 313 - (% id="access-to-instances"%)404 += Expressions = 314 314 315 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Access to instances(%%)==406 +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:** 316 316 408 +* {{code}}0{{/code}} (integer number) 409 +* {{code}}0772{{/code}} (leading 0 means octal integer number) 410 +* {{code}}3.14159{{/code}} (floating point number) 411 +* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 412 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number) 317 317 318 318 319 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 320 320 416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}} 321 321 322 322 323 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 324 324 325 - (% style="color:rgb(0,0,0);text-decoration:none;" %)When you use a cue name fromthe same scriptin an expression,itwill always beesolved tosomecue - usuallya static cue, even if itis still in thedisabled state, butit canalso be aninstance,if it isΓÇ£relatedΓÇ¥tohecurrent one.420 +You can write string literals by putting the string in single quotes: 326 326 327 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor. 328 - 329 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 330 - 331 -(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 332 - 333 - 334 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 335 - 336 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 337 - 338 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 339 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2). 340 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 341 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a) 342 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 343 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 344 - 345 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 346 - 347 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves. 348 - 349 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)** 350 - 351 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.) 352 - 353 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 354 - 355 - 356 -(% id="pitfalls" %) 357 - 358 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 359 - 360 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 361 - 362 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword: 363 -\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 364 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 365 -\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 366 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there. 367 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances. 368 - 369 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 370 - 371 -(% id="categorybroken_macroanchorexpressions" %) 372 - 373 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 374 - 375 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 376 - 377 - 378 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 379 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 380 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 381 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 382 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 383 - 384 - 385 - 386 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}} 387 - 388 - 389 - 390 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 391 - 392 392 * {{code}}'Hello world'{{/code}} 393 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)423 +* {{code}}''{{/code}} (empty string) 394 394 * {{code}}'String with a line break\n'{{/code}} 395 395 396 396 397 397 398 -{{ note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like</span>'''<spanstyle=~"color:rgb(0,0,0);text-decoration: none;~"><> " &</span>'''<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~"> inan 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>'''<spanstyle=~"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>'''<spanstyle=~"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>'''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">for the backslash itself.</span>"/}}428 +{{info}}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), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' 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 '''\\''' for the backslash itself.{{/info}} 399 399 430 +== Numeric data types and suffixes == 400 400 432 +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: 401 401 402 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 434 +* {{code}}5000000000L{{/code}} (large integer) 435 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 436 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 437 +* {{code}}500m{{/code}} (Length in metres) 438 +* {{code}}10s{{/code}} (Time in seconds) 439 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 403 403 441 +A space between number and suffix is allowed. 404 404 405 - (%id="numeric-data-types-and-suffixes" %)443 +Here is the complete list of numeric data types and corresponding unit suffixes: 406 406 407 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 408 - 409 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix: 410 - 411 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 412 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 413 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 414 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 415 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 416 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 417 - 418 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 419 - 420 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 421 - 422 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 423 - 424 - 425 425 (% style="margin-left: 0.0px;" %) 426 426 ((( 427 -\\ 428 - 429 - 430 - 431 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 432 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed. 433 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them. 434 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer. 435 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 436 -(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 437 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 438 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision). 439 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 440 -\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 441 -\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 442 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 443 -(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 444 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 445 -(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 446 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres. 447 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 448 -(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 449 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 450 -(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 451 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians. 452 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points 453 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 454 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 455 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 456 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 457 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 458 -(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 459 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 460 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 461 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 447 +|Data type|Suffix|Examples|Description 448 +|null|(none)|null|Converted to non-null data type of value 0 when needed. 449 +|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 450 +|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 451 +|float|f| 452 +3.14 453 +\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 454 +|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 455 +|money|ct (default) 456 +\\Cr|200Cr 457 +\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 458 +|length| 459 +m (default) 460 +\\km| 461 +500m 462 +\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 463 +|angle| 464 +rad (default) 465 +\\deg| 466 +90deg 467 +\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 468 +|hitpoints|hp|100hp|Hit points 469 +|time| 470 +ms 471 +\\s (default) 472 +\\min 473 +\\h| 474 +800ms 475 +\\1.5s 476 +\\10min 477 +\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 462 462 ))) 463 463 464 -{{ note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}}480 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 465 465 466 - \\482 +== Operators == 467 467 484 +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 468 468 469 - 470 -(% id="categorybroken_macroanchoroperators" %) 471 - 472 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 473 - 474 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported: 475 - 476 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 477 - 478 - 479 479 (% style="margin-left: 0.0px;" %) 480 480 ((( 481 -\\ 482 - 483 - 484 - 485 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 486 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above 487 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions 488 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions 489 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)╧Ç as an angle (same as 180deg) 490 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping 491 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values 488 +|Operator / Delimiter / Constant|Type|Example|Result of example|Description 489 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 490 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 491 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 492 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 493 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 494 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 492 492 |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 493 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB496 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 494 494 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 495 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect)496 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number497 -| (%%)(% 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 otherwise498 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|498 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 499 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 500 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 501 +|typeof|unary| 499 499 {{code}}typeof null{{/code}} 500 500 \\{{code}}typeof 0{{/code}} 501 501 \\{{code}}typeof 'Hello world'{{/code}}| 502 502 {{code}}datatype.null{{/code}} 503 503 \\{{code}}datatype.integer{{/code}} 504 -\\{{code}}datatype.string{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]505 -| (%%)(%style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|507 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 508 +|sin|unary| 506 506 {{code}}sin(30deg){{/code}} 507 507 \\{{code}}sin(pi){{/code}}| 508 508 {{code}}0.5{{/code}} 509 -\\{{code}}1.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)510 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|512 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 513 +|cos|unary| 511 511 {{code}}cos(60deg){{/code}} 512 512 \\{{code}}cos(pi){{/code}}| 513 513 {{code}}0.5{{/code}} 514 -\\{{code}}0.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)515 -| (%%)(%style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required)516 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required)517 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required)518 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power519 -| (%%)(% 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;" %)Multiplication520 -| (%%)(% 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;" %)Division521 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division)522 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|517 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 518 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 519 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 520 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 521 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 522 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 523 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 524 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 525 +|+|binary| 523 523 {{code}}1 + 1{{/code}} 524 524 \\{{code}}'Hello' + ' world'{{/code}}| 525 525 {{code}}2{{/code}} 526 526 \\{{code}}'Hello world'{{/code}}| 527 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)528 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation529 -| (%%)(% 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;" %)Subtraction530 +Addition 531 +\\String concatenation 532 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 530 530 | 531 - (% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)532 -\\ (%style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|534 +lt 535 +\\< (<)|binary| 533 533 {{code}}1 lt 3{{/code}} 534 -\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than537 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 535 535 | 536 - (% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)537 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|539 +le 540 +\\<=|binary| 538 538 {{code}}1 le 3{{/code}} 539 -\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to542 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 540 540 | 541 - (% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)542 -\\ (%style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|544 +gt 545 +\\> (>)|binary| 543 543 {{code}}1 gt 3{{/code}} 544 -\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than547 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 545 545 | 546 - (% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)547 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|549 +ge 550 +\\>=|binary| 548 548 {{code}}1 ge 3{{/code}} 549 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 550 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to 551 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to 552 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics) 553 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics) 552 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 553 +|((( 554 += = 555 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 556 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 557 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 558 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 554 554 | 555 555 if ... then ... 556 556 \\if ... then ... else ...|ternary| ... ... @@ -559,292 +559,284 @@ 559 559 {{code}}null{{/code}} 560 560 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 561 561 567 +)))(% id="operator-precedence-rules" %) 568 +(%%) 562 562 563 - \\570 +=== Operator precedence rules === 564 564 572 +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. 565 565 566 -))) 574 +* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 575 +* Power operator: ^ 576 +* Multiplicative: *, /, % 577 +* Additive: +, - 578 +* Comparison: lt, le, gt, ge 579 +* Equality: ==, != 580 +* and 581 +* or 582 +* if/then/else (lowest precedence) 567 567 568 -(% id="operator-precedence-rules" %) 569 - 570 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 571 - 572 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 573 - 574 - 575 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 576 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 577 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 578 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 579 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 580 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 581 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 582 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 583 -* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 584 - 585 585 (% id="type-conversion" %) 586 586 587 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%)===586 +=== Type conversion === 588 588 589 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:588 +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: 590 590 591 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted asΓÇ£0ΓÇ¥of the other type.592 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type.593 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type.594 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type.595 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined.590 +* Null and something else: The null value will be interpreted as "0" of the other type. 591 +* Two non-unit integers: The result will be an integer of the largest involved type. 592 +* Two non-unit numbers, not all integers: The result will be the largest involved float type. 593 +* Non-unit and unit: The result will be the unit type. 594 +* Two different units: The types are incompatible. This is an error, the result is undefined. 596 596 597 - (% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.596 +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. 598 598 599 - (% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:598 +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: 600 600 601 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}}Γƒ╣{{code}}2f{{/code}}Γƒ╣{{code}}2.0{{/code}}602 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}}Γƒ╣{{code}}(3600s) m / (3.14rad) i{{/code}}Γƒ╣{{code}}3600m / 3{{/code}}Γƒ╣{{code}}1200m{{/code}}600 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 601 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 603 603 604 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units:ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)603 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code}}(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.) 605 605 606 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.605 +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. 607 607 608 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:607 +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: 609 609 610 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}}Γƒ╣{{code}}'One plus one is equal to 2.'{{/code}}611 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}}Γƒ╣{{code}}'One plus one is not equal to 11.'{{/code}}609 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 610 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 612 612 613 - (% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.612 +As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 614 614 615 615 (% id="boolean-operators" %) 616 616 617 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%)===616 +=== Boolean operators === 618 618 619 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==):618 +Some additional notes on Boolean operators (such as and, or, not, ==): 620 620 620 +* Of course a Boolean operation always results in true or false (integer 1 or 0). 621 +* 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**. 622 +* != 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. 623 +* "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 624 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 625 +* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 626 +* <, <=, >, >= 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. 621 621 622 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 623 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). 624 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 625 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 626 -** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 627 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 628 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 629 629 630 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 631 631 630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 631 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 632 632 633 -(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 634 -~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 635 -\\(%%) == 633 +{{{==}}} 636 636 637 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:635 +You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 638 638 639 639 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 640 640 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 641 641 642 - (% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].640 +See also the section about [[value properties>>MediaWiki.NULL]]. 643 643 644 644 Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 643 +\\To get a percent character in the result string, use '%%' in the format string. 644 +\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 645 +\\**[New as of X Rebirth 4.0]** 646 +\\ 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): 645 645 646 -To get a percent character in the result string, use '%%' in the format string. 648 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 649 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 650 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 647 647 648 - 649 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action. 650 - 651 -**[New as of X Rebirth 4.0]** 652 - 653 -With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 654 - 655 -* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 656 -* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 657 -* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 658 - 659 659 Additional remarks: 660 660 661 661 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 662 -* ┬áIf "," is used without "." then any fractional digits are discarded.655 +* If "," is used without "." then any fractional digits are discarded. 663 663 * "." 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). 664 664 665 665 666 666 667 -{{info body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the"formatted"property.</span>"/}}660 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 668 668 669 669 670 670 671 - (% style="color: rgb(0,0,0);text-decoration: none;" %)664 +\\ 672 672 673 - 674 674 (% id="categorybroken_macroanchorlists" %) 675 675 676 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%)==668 +== Lists == 677 677 678 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].670 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 679 679 680 - (% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written asΓÇ£[ ]ΓÇ¥.672 +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 "[ ]". 681 681 682 -{{ note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration:none;~">,so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}}674 +{{info}}When accessing a listΓÇÖs 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."{{/info}} 683 683 684 684 685 685 686 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %):If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.678 +Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 687 687 688 -{{no te 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.680 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 689 689 690 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List"exact="$List.{$List.count}"/>682 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 691 691 692 -If you know the index, simply use <remove_value/>e.g.<remove_value name="$List.{$List.count}"/>"/}}684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}} 693 693 694 694 695 695 696 - (% style="color: rgb(0,0,0);text-decoration: none;" %)688 +\\ 697 697 698 - 699 699 (% id="categorybroken_macroanchortables" %) 700 700 701 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%)==692 +== Tables == 702 702 703 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.694 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\ 704 704 696 +Almost all values are allowed as table keys, but there are a few exceptions: 705 705 706 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 698 +* Strings must start with '$', like variables 699 +* null cannot be used as table key (but the number 0 is valid) 700 +* Lists, tables, groups and buildplans cannot be used as table keys\\ 707 707 708 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 709 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 710 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 711 -\\ 712 712 713 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 714 714 715 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 716 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 704 +These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 717 717 706 +* {{code}}table[]{{/code}} ⟹ creates an empty table 707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 718 718 719 719 720 720 721 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}}(%style="color: rgb(0,0,0);text-decoration:none;" %)Γƒ╣(%%) atable that maps the string '$foo' to the string 'bar'722 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}}(%style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) exactly the same, just a shorter notation(%%)for string keys723 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}}(%style="color:rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) error, 'foo' does not start with a '$'724 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}}(%style="color: rgb(0,0,0);text-decoration:none;" %)Γƒ╣(%%) atable that maps 1 to an empty list and 2 to an empty table711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 712 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 713 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 725 725 726 726 727 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 728 728 718 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 729 729 730 - (% style="color: rgb(0,0,0);text-decoration: none;" %)720 +\\ 731 731 732 - 733 733 (% id="categorybroken_macroanchorvalue-properties" %) 734 734 735 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%)==724 +== Value properties == 736 736 737 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.726 +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. 738 738 739 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.728 +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. 740 740 741 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:730 +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: 742 742 743 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)1Γƒ╣42744 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)2Γƒ╣null745 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)3Γƒ╣'text'746 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count'Γƒ╣3732 +* 1 ⟹ 42 733 +* 2 ⟹ null 734 +* 3 ⟹ 'text' 735 +* 'count' ⟹ 3 747 747 748 - (% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.737 +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. 749 749 750 - (% 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:739 +You can look up a property by appending a dot and the key in curly braces: 751 751 752 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}}Γƒ╣100 (reading the first element)753 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}}Γƒ╣'world' (second element of the inner list, which is the third element of the outer list)754 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}}Γƒ╣0755 -* (% 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╣(%%)42741 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 742 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 743 +* {{code}}[].{'count'}{{/code}} ⟹ 0 744 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 756 756 757 757 758 -(% 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: 759 759 748 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 749 + 760 760 * {{code}}[42].{'count'}{{/code}} 761 761 * {{code}}$ship.{'name'}{{/code}} 762 -* {{code}}$ship.{'class'}┬á{{/code}} 763 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 764 -\\ 752 +* {{code}}$ship.{'class'}{{/code}} 753 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 765 765 766 -(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 767 767 756 + 757 +But it is easier just to write the property key without braces, which is equivalent: 758 + 768 768 * {{code}}[0].count{{/code}} 769 769 * {{code}}$ship.name{{/code}} 770 770 * {{code}}$ship.class{{/code}} 771 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 772 -\\ 762 +* {{code}}table[$foo='bar'].$foo{{/code}}\\ 773 773 774 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.) 775 775 776 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 777 777 778 -( %style="color:rgb(0,0,0);text-decoration: none;"%)'(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %)random(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)' returnsa randomlychosenelement (which requiresthatthelist is non-empty)766 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 779 779 780 - (%style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)min(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)'return the minimum or maximum (allelementshave to be numeric)768 +A list has even more properties: 781 781 782 -* (% style="color:rgb(0,0,0);text-decoration:none;"%){{code}}[1,6, 8].min{{/code}}Γƒ╣1770 +**random'** returns a randomly chosen element (which requires that the list is non-empty) 783 783 784 - (% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returnstheaverage(butall elementtypes have to becompatible)772 +**min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 785 785 786 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}}Γƒ╣5774 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 787 787 788 - (% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(%style="color:rgb(0,0,0);text-decoration: none;"%)'is followedby another property, andtheindex ofthefirstoccurence of that keyinthelist is returned,or 0 if itΓÇÖs notin thelist776 +**average'** returns the average (but all element types have to be compatible) 789 789 790 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}}Γƒ╣3778 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 791 791 792 - (% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)clone(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %)'createsashallowcopyofthe list(i.e. liststhat arecontainedaselementsinthe listarenotcopied, onlythereferenceto them)780 +**indexof'** 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 793 793 794 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6,8]{{/code}}782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 795 795 796 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Atablehasdifferentproperties:784 +**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) 797 797 798 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 799 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 786 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 800 800 801 - (%style="color:rgb(0,0,0);text-decoration: none;" %)However, 'keys'alone will not giveyou aresult. 'keys' must be followed by anotherkeyword toretrievethe desired information, for example:788 +A table has different properties: 802 802 790 +* '**clone'** creates a shallow copy of the table 791 +* '**keys'** allows you to access data about the table's keys 803 803 804 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 805 -\\ 806 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 807 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 793 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 808 808 809 809 810 810 811 -{{ noteody="<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~">Thestringformattingsyntaxthat youhaveseen [[NULL|above]] isalso based on theproperty system.You basicallypass a list as property keyto a string.Bracesaround the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}}797 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 812 812 813 813 814 814 815 -(% id="lookup-tests-and-suppressing-errors" %)(%%) 816 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 817 -\\(%%) === 801 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 802 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 818 818 819 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false: 820 820 821 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 822 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 823 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 824 824 806 +{{info}}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'.{[...]}.{{/info}} 825 825 826 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 827 827 828 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 829 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 830 830 831 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Tolookhevalue of a property although it may not exist,you canusethe at-signΓÇ£@ΓÇ¥ as prefix:810 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 832 832 833 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 834 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 835 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} Γƒ╣ The first element of the fifth element of $list, if it exists, null otherwise 836 836 837 - (% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.813 +{{{===}}} 838 838 815 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 816 + 817 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 818 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 819 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 820 + 821 + 822 + 823 +The question mark can even be applied to variables: 824 + 825 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 826 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 827 + 828 +To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 829 + 830 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 831 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 832 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 833 + 834 +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. 835 + 839 839 \\ 840 840 841 841 (% id="static-lookups" %) 842 842 843 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%)===840 +=== Static lookups === 844 844 845 - (% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. theΓÇ£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 typeΓÇ£classΓÇ¥, there is a valueΓÇ£classΓÇ¥that can be used to access the classes.842 +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. 846 846 847 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values:844 +Here are a few enumeration classes and corresponding example lookup values: 848 848 849 849 (% style="margin-left: 0.0px;" %) 850 850 ((( ... ... @@ -852,237 +852,249 @@ 852 852 853 853 854 854 855 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description856 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|857 - (% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)858 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)859 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)860 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes861 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|862 - (% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)863 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes864 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|865 - (% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)866 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction)867 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|868 - (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)869 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)870 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)871 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes872 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|873 - (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)874 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)875 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])876 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|877 - (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)878 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)879 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]880 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|881 - (% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)882 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)883 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.)884 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|885 - (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)886 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)887 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.)888 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|889 - (% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)890 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares891 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|892 - (% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)893 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races894 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|895 - (% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)896 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions852 +|Data type (= value name)|Examples|Description 853 +|class| 854 +class.ship 855 +\\class.ship_xl 856 +\\class.space 857 +\\class.weapon|Component classes 858 +|purpose| 859 +purpose.combat 860 +\\purpose.transportation|Purposes 861 +|killmethod| 862 +killmethod.hitbybullet 863 +\\killmethod.hitbymissile|Ways to die (already used before destruction) 864 +|datatype| 865 +datatype.float 866 +\\datatype.component 867 +\\datatype.class 868 +\\datatype.datatype|Script value datatypes 869 +|profile| 870 +profile.flat 871 +\\profile.increasing 872 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 873 +|cuestate| 874 +cuestate.waiting 875 +\\cuestate.active 876 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 877 +|level| 878 +level.easy 879 +\\level.medium 880 +\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 881 +|attention| 882 +attention.insector 883 +\\attention.visible 884 +\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 885 +|ware| 886 +ware.ore 887 +\\ware.silicon|Wares 888 +|race| 889 +race.argon 890 +\\race.boron|Races 891 +|faction| 892 +faction.player 893 +\\faction.argongovernment|Factions 897 897 ))) 898 898 899 -{{no te 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:896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 900 900 901 901 <code>typeof $value == datatype.faction</code> 902 902 903 -However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''"instead. For example, to check if the variable $value is a string, use the following term:900 +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: 904 904 905 -<code>(typeof $value).isstring</code>"/}} 902 +<code>(typeof $value).isstring</code>"{{/info}} 906 906 907 -{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatypeΓÇ£tagΓÇ¥with the lookup nameΓÇ£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, likeΓÇ£tag.misionΓÇ¥instead ofΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tagΓÇ£misionΓÇ¥is created on its first use.</span>"/}}904 +{{info}}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 wonΓÇÖt be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}} 908 908 909 - (% style="color: rgb(0,0,0);text-decoration: none;" %)906 +\\ 910 910 911 911 909 + 912 912 (% id="player-properties" %) 913 913 914 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%)===912 +=== Player properties === 915 915 916 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keywordΓÇ£playerΓÇ¥:914 +You can access many player-related game properties via the keyword "player": 917 917 918 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name 919 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start 920 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account 921 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 922 -\\ 923 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 924 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 925 -\\ 926 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity 927 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC 916 +* player.**name**: The playerΓÇÖs name 917 +* player.**age**: The passed in-game time since game start 918 +* player.**money**: The money in the playerΓÇÖs account 919 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 928 928 921 + 922 + 923 +* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 924 +* player.**entity**: The actual player object\\ 925 + 926 + 927 + 928 +* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 929 +* player.**copilot**: The co-pilot NPC 930 + 929 929 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. 932 +\\(% id="safe-properties" %) 930 930 931 - (% id="safe-properties"%)934 +=== Safe properties === 932 932 933 - === (%style="color:rgb(0,0,0);text-decoration:none;"%)Safeproperties(%%) ===936 +Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 934 934 935 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 938 +* exists 939 +* isoperational 940 +* iswreck 941 +* isconstruction 942 +* available 943 +* isclass.(...) 936 936 937 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 938 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 939 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 940 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 941 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 942 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 945 +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. 943 943 944 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties willnot cause errors whenusedon ΓÇ£nullΓÇ¥ ora destroyedobject(whichmay still beaccessiblefrom scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades,notfor objects. Trades can also become invalid.)However, whenusing such a propertyonadifferentdatatype like a number,there will still be anerror.947 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 945 945 946 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 947 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 948 -\\(%%) === 949 949 950 - (% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]**950 +{{{===}}} 951 951 952 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 952 +**[New as of X Rebirth 4.0]** 953 +\\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. 953 953 954 -* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 955 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 956 -\\ 955 +* {{code}}$money.formatted.{'formatstring'}{{/code}} 956 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 957 + 958 + 959 + 957 957 * {{code}}$time.formatted.{'formatstring'}{{/code}} 958 -* {{code}}$time.formatted.default{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T')961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 959 959 960 - (% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.963 +In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 961 961 962 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:965 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\ 963 963 964 964 968 + 965 965 |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.) 966 966 |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'. 967 967 |.|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) 968 968 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 969 969 970 - (% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.974 +By default, these options are disabled. 971 971 972 - (% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):976 +More available specifiers (in addition to %s): 973 973 974 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 975 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 976 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 977 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 978 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 979 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 980 -\\ 978 +* %k: Credits (truncated) in kilo format 979 +* %M: Credits (truncated) in Mega format 980 +* %G: Credits (truncated) in Giga format 981 +* %T: Credits (truncated) in Tera format 982 +* %Cr: Localised "Cr" string 983 +* %%: A % sign\\ 981 981 982 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 983 983 984 984 985 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 986 -* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 987 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 988 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 989 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 987 +Examples:\\ 990 990 989 + 990 + 991 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 992 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 993 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 994 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 995 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 996 + 991 991 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 992 992 993 993 Examples: 994 994 995 -* {{code}}(151s).formatted.{'%T'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%){{code}}'00:02:31'{{/code}}996 -* {{code}}(151s).formatted.default{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%){{code}}'00:02:31'{{/code}} (same as {'%T'})997 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%){{code}}'00:02:31.000'{{/code}}998 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%){{code}}'0:02'{{/code}}1001 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1002 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1003 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1004 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 999 999 1000 1000 (% id="complete-property-documentation" %) 1001 1001 1002 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%)===1008 +=== Complete property documentation === 1003 1003 1004 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.1010 +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. 1005 1005 1006 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.1012 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 1007 1007 1008 1008 1009 -{{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1010 1010 1011 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1012 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 1016 +{{info}}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: 1013 1013 1018 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1019 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 1014 1014 1015 1015 1016 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field: 1017 1017 1018 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1019 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable 1020 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥) 1021 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1022 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property 1023 +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: 1023 1023 1024 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 1025 +* Enter the beginning of a base keyword 1026 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 1027 +* To see the properties of a base keyword or data type, enter a dot (".") 1028 +* After the dot, you can enter a property name 1029 +* You can also enter a dot (".") as first character to search globally for a property 1025 1025 1031 +\\ 1026 1026 1027 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}} 1028 1028 1029 1029 1035 +{{info}}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.{{/info}} 1030 1030 1037 + 1038 + 1031 1031 \\ 1032 1032 1033 1033 (% id="md-refreshing-and-patching" %) 1034 1034 1035 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%)=1043 += MD refreshing and patching = 1036 1036 1037 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is calledΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the commandΓÇ£refreshmdΓÇ¥on the in-game command line. This is a convenient way to update MD scripts while the game is already running.1045 +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 "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 1038 1038 1039 1039 \\ 1040 1040 1041 1041 (% id="details-and-restrictions" %) 1042 1042 1043 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%)==1051 +== Details and restrictions == 1044 1044 1045 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:1053 +Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1046 1046 1047 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).1048 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.1049 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.1050 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa.1051 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)1052 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.1053 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.1054 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.1055 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).1056 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it).1057 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately.1058 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.1059 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.1060 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants.1055 +* 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). 1056 +* 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. 1057 +* 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. 1058 +* You CANNOT change a <cue> to a <library> or vice versa. 1059 +* 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.) 1060 +* 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. 1061 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1062 +* 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. 1063 +* 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). 1064 +* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1065 +* Adding sub-cues to active or complete cues enables their condition checks immediately. 1066 +* 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. 1067 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1068 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1061 1061 1062 - (% style="color: rgb(0,0,0);text-decoration: none;" %)1070 +\\ 1063 1063 1064 1064 1065 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1066 1066 1067 -{{warning body="<span style=~"color:rgb(0,0,0);text-decoration:none;~">When addinga variable inew MD script versionandusing that variablein multipleplaces, be awarethat thevariable doesn't exist yet in oldersavegames. Youmay havetocheckthe existenceofthevariablebefore accessing it,or add somepatch logicthatinitiailses thevariableafter loadingthesavegame,if necessary.</span>"/}}1074 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1068 1068 1076 +{{warning}}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.{{/warning}} 1069 1069 1070 1070 1079 + 1071 1071 \\ 1072 1072 1073 1073 (% id="patching" %) 1074 1074 1075 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%)==1084 +== Patching == 1076 1076 1077 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a(%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a(%%)//**(%style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(%style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than(%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.1086 +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. 1078 1078 1079 -{{code}} <cue┬á[...] version="42">┬á<conditions>[...]</conditions>┬á<actions>[...]</actions>┬á<patch┬ásinceversion="42">┬á┬á┬á[patch actions]┬á</patch></cue>{{/code}}1088 +{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1080 1080 1081 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state,ΓÇ£completeΓÇ¥by default. Use the(%%)//**(%style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(%style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.1090 +The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1082 1082 1083 - (% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the(%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and(%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances.1092 +A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 1084 1084 1085 -{{ note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The<patch>elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}}1094 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1086 1086 1087 1087 1088 1088 ... ... @@ -1090,25 +1090,25 @@ 1090 1090 1091 1091 (% id="common-attribute-groups" %) 1092 1092 1093 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%)=1102 += Common attribute groups = 1094 1094 1095 - (% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.1104 +There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1096 1096 1097 1097 \\ 1098 1098 1099 1099 (% id="categorybroken_macroanchorvalue-comparisons" %) 1100 1100 1101 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%)==1110 +== Value comparisons == 1102 1102 1103 - (% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:1112 +There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1104 1104 1105 -{{code}} <check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}}1114 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1106 1106 1107 - (% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:1116 +In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1108 1108 1109 -{{code}} <check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr"max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}}1118 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}} 1110 1110 1111 -{{ note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<spanstyle=~"color:rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<spanstyle=~"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>''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"> and</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<spanstyle=~"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>''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"> and</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<spanstyle=~"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>''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}}1120 +{{info}}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."{{/info}} 1112 1112 1113 1113 1114 1114 ... ... @@ -1116,118 +1116,111 @@ 1116 1116 1117 1117 (% id="categorybroken_macroanchorrandom-ranges" %) 1118 1118 1119 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%)==1128 +== Random ranges == 1120 1120 1121 - (% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:1130 +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: 1122 1122 1123 -{{code}} <set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}}1132 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1124 1124 1125 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used:1134 +To select a random element from a list, this syntax can be used: 1126 1126 1127 -{{code}} <set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}}1136 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1128 1128 1129 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max:1138 +To get a random number within a given range, you can use min/max: 1130 1130 1131 -{{code}} <set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}}1140 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1132 1132 1133 - (% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).1142 +min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1134 1134 1135 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range,ΓÇ£flatΓÇ¥being the default (all values in the range are equally likely). If you select another profile, e.g.ΓÇ£increasingΓÇ¥to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).1144 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1136 1136 1137 -{{code}} <set_value┬áname="$foo"┬ámin="-20"┬ámax="20"profile="profile.increasing"scale="4"/>{{/code}}1146 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1138 1138 1139 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1149 +\\(% id="variables-and-namespaces" %) 1140 1140 1141 - (% id="variables-and-namespaces"%)1151 += Variables and namespaces = 1142 1142 1143 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Variables andnamespaces(%%)=1153 +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). 1144 1144 1145 -(% style="color: rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1155 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1156 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1146 1146 1147 - (% style="color:rgb(0,0,255);text-decoration:none;"%)(% style="color: rgb(0,0,0);text-decoration:none;"%)1158 +== Creating and removing variables == 1148 1148 1160 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1149 1149 1150 - (% id="categorybroken_macroanchorcreating-and-removing-variables"%)1162 +{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1151 1151 1152 - == (%style="color:rgb(0,0,0);text-decoration:none;"%)Creatingandremovingvariables(%%)==1164 +<set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1153 1153 1154 - (% style="color:rgb(0,0,0);text-decoration:none;"%)You can createvariableswithcertainactions andconditions,suchasthe(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)<set_value>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %)action:1166 +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 didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1155 1155 1156 -{{code}} ┬á<set_value┬áname="$foo"┬áexact="$bar+ 1"/>{{/code}}1168 +{{code}}<set_value name="$foo" operation="add" />{{/code}} 1157 1157 1158 - (%style="color:rgb(0,0,0);text-decoration:none;" %)<set_value>alsoexistsas a ΓÇ£conditionΓÇ¥, which can be usefulifyouwant topassinformation about theconditions totheactions, that wouldotherwisebelost-likein a complex <check_any> eventcondition,where you wantto create a variableonly if you are in a certain checkbranch. (Other pseudo-conditions are <remove_value> and <debug_text>.)1170 +The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1159 1159 1160 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of<set_value>is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there aremore: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;"%)ΓÇ¥, and ΓÇ£(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the valueof an existing variable, which is created as 0 if it didnΓÇÖt exist before.Ifneither (%%)//(% style="color:rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;"%)exact//attribute is provided, an exact valueof 1 is assumed.1172 +{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1161 1161 1162 - {{code}}<set_value┬áname="$foo"┬áoperation="add"/>{{/code}}1174 +The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1163 1163 1164 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that<set_value>not only works on variables, but alsoonlistelementsandtablekeys:1176 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1165 1165 1166 - {{code}}<set_value┬áname="$list.{1}"┬áexact="42"/><set_value┬áname="$table.$foo"┬áexact="42"/>{{/code}}\\1178 +This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1167 1167 1168 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The operation(%%)//(% style="color: rgb(0,0,0);text-decoration:none;" %)insert//is special, and it only workson lists. It insertsthe valueatthespecified position(note thatthe positionbeyond the lastelementis alsovalid here):1180 +Appending is easier than that. The following actions are equivalent: 1169 1169 1170 -{{code}} <set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert"/>{{/code}}1182 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1171 1171 1172 - (%style="color: rgb(0,0,0);text-decoration:none;" %)This shiftsthepositionsof all followingelementsup byone. If min/max/exact aremissing, the defaultvalueis null forinsertions, not 1likeinhercases.1184 +Inserting at a position below 1 or above $list.count + 1 is not possible. 1173 1173 1174 - (% style="color:rgb(0,0,0);text-decoration: none;"%)Appending is easier thanthat. Thefollowing actionsare equivalent:1186 +To remove variables or list/table entries, use <remove_value>: 1175 1175 1176 -{{code}} <set_value┬áname="$list.{$list.count+ 1}"┬áexact="42"┬áoperation="insert"/><append_to_list┬áname="$list"┬áexact="42"/>{{/code}}1188 +{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1177 1177 1178 - (% style="color: rgb(0,0,0);text-decoration:none;"%)Insertingat aposition below1or above$list.count+1isnotpossible.1190 +Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1179 1179 1180 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1192 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1193 +\\\\\\(% id="accessing-remote-variables" %) 1181 1181 1182 - {{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo"/>{{/code}}\\1195 +== Accessing remote variables == 1183 1183 1184 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Removinganentry from a listshiftsall followingelementsdownbyone. If you wantto clearanentrywithout removingitfrom thelist, just use <set_value>instead.1197 +You can also read and write variables in other cues by using the variable name as property key: 1185 1185 1186 - (%style="color: rgb(0,0,255);text-decoration:none;"%)(%style="color: rgb(0,0,0);text-decoration: none;"%)1199 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1187 1187 1201 +Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1188 1188 1189 - (% id="accessing-remote-variables"%)1203 +{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1190 1190 1191 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1205 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1206 +\\\\\\(% id="namespaces" %) 1192 1192 1193 - (% style="color:rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in othercuesby using the variable name as property key:1208 +== Namespaces == 1194 1194 1195 - {{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0"/><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo"/>{{/code}}1210 +In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. 1196 1196 1197 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you couldalso referenceitviaakeyword or another variable:1212 +Consider this case: 1198 1198 1199 -{{code}} <set_value┬áname="static.$counter"┬áoperation="add"/><set_value┬áname="parent.$foo"┬áexact="42"/><set_value┬áname="this.$bar"┬áexact="parent" /><set_value┬áname="$baz"┬áexact="this.$bar.$foo"/>{{/code}}1214 +{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1200 1200 1201 - (%style="color:rgb(0,0,255);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%)1216 +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 $foo. Of course they could write "parent.$foo" or "Root.$foo", but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue. 1202 1202 1218 +You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1203 1203 1204 -(% id="namespaces" %) 1205 - 1206 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1207 - 1208 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces. 1209 - 1210 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1211 - 1212 -{{code}}<cue┬áname="Root">┬á <actions>┬á ┬á <set_value┬áname="$foo" />┬á </actions>┬á <cues>┬á ┬á <cue┬áname="SubCue"> [...]┬á ┬á </cue>┬á </cues></cue>{{/code}} 1213 - 1214 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue. 1215 - 1216 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue. 1217 - 1218 1218 (% id="defining-a-cues-namespace" %) 1219 1219 1220 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%)===1222 +=== Defining a cueΓÇÖs namespace === 1221 1221 1222 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the(%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(%style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible:1224 +When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible: 1223 1223 1224 -* ** (% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %):UseΓÇ£thisΓÇ¥cue as namespace, even for instances: $foo == this.$foo1225 -* ** (%style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %):Same asΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo1226 -* ** (% 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 asΓÇ£staticΓÇ¥.1226 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1227 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1228 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1227 1227 1228 1228 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1229 1229 1230 1230 1231 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expressionΓÇ£$foo == namespace.$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><spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span>1233 +{{warning}}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 parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example: 1232 1232 1233 -<code> <cue┬áname="LibRef"┬áref="Lib">┬á<param┬áname="Param1"┬ávalue="$foo"/><!-- $foo from parent namespace -->┬á<param┬áname="Param2"┬ávalue="namespace.$foo"/><!-- LibRef.$foo (error) --></cue></code>"/}}1235 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}