Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 31075.1
edited by Daniel Turner
on 2023/04/14 17:13
on 2023/04/14 17:13
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To version 32939.1
edited by Daniel Turner
on 2023/08/22 16:50
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... ... @@ -1,93 +1,61 @@ 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;" %) (% 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, it’s 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, it’s recommended to keep file name and internal script name identical to avoid having to look up the names. 23 +{{note}} 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 +{{/note}} 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}} 65 - 66 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 67 - 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. 70 - 71 - 72 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 73 - 74 - 75 -(% id="md-script-structure" %) 76 - 77 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 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 - 81 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called “mdscript” and looks like this: 82 - 83 83 {{code language="xml"}} 84 84 <?xml version="1.0" encoding="utf-8"?> 85 85 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 86 86 {{/code}} 87 87 88 - (% style="color: rgb(0,0,0);text-decoration: none;" %)“ScriptName” 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 script’s contents easily.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 script’s contents easily. 89 89 90 - (% 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:58 +The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 91 91 92 92 {{code language="xml"}} 93 93 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -101,36 +101,27 @@ 101 101 </mdscript> 102 102 {{/code}} 103 103 104 - (% style="color:rgb(0,0,0);text-decoration:none;" %) 72 +== Cues == 105 105 106 - (%id="categorybroken_macroanchorcues"%)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. 107 107 108 - ==(% style="color:rgb(0,0,0);text-decoration:none;" %)Cues(%%) ==76 +A cue can have the following states: 109 109 110 -(% 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. 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.\\ 111 111 112 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 113 113 114 -* **(% 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. 115 -* **(% 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. 116 -* **(% 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. 117 -\\ 118 -* **(% 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. 119 -* **(% 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. 120 120 121 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 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. 122 122 87 +\\ 123 123 124 -{{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 /> 125 -</span>"/}} 89 +{{note body="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 />"/}} 126 126 91 +This is how a cue node looks like: 127 127 128 - 129 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 130 - 131 - 132 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 133 - 134 134 {{code language="xml"}} 135 135 <cue name="CueName"> 136 136 <conditions> [...] ... ... @@ -143,23 +143,18 @@ 143 143 </cue> 144 144 {{/code}} 145 145 146 - (% 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 X3.105 +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. 147 147 148 - (% style="color:rgb(0,0,0);text-decoration:none;" %)107 +== Conditions == 149 149 109 +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. 150 150 151 - (%id="categorybroken_macroanchorconditions"%)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. 152 152 153 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Conditions(%%)==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. 154 154 155 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one ormultipleconditions, all ofwhich must be met toactivate the cue. If the node is missing, the cue will become active unconditionally. The conditions arechecked in sequence,andif a check fails, the following conditions are ignored. There are two types of conditions: Eventsand non-eventconditions.115 +Example for an event condition: 156 156 157 -**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 158 - 159 -**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix “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. 160 - 161 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 162 - 163 163 {{code language="xml"}} 164 164 <conditions> 165 165 <event_object_destroyed object="$target"/> ... ... @@ -166,7 +166,7 @@ 166 166 </conditions> 167 167 {{/code}} 168 168 169 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check:123 +Example for an event condition with an additional (non-event) check: 170 170 171 171 {{code language="xml"}} 172 172 <conditions> ... ... @@ -175,7 +175,7 @@ 175 175 </conditions> 176 176 {{/code}} 177 177 178 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check:132 +Example for an event condition with two alternative events and a common additional check: 179 179 180 180 {{code language="xml"}} 181 181 <conditions> ... ... @@ -190,22 +190,24 @@ 190 190 </conditions> 191 191 {{/code}} 192 192 193 - (% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below.147 +For more information about expressions and event parameters, see below. 194 194 195 -** (% 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;" %) canbe 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.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. 196 196 197 - (% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes(%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(%style="color:rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %).151 +If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 198 198 199 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)“(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//” and “(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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). 200 -\\ 201 -* (% 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 cue’s state is changed explicitly by an external event. 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).\\ 202 202 203 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start – for root cues that happens at game start, otherwise after the parent cue becomes active). 204 204 205 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 206 206 207 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Check conditions every5seconds,but start checkingonly1houraftergamestart.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 cue’s state is changed explicitly by an external event. 208 208 159 +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 – for root cues that happens at game start, otherwise after the parent cue becomes active). 160 + 161 +Examples: 162 + 163 +Check conditions every 5 seconds, but start checking only 1 hour after game start. 164 + 209 209 {{code language="xml"}} 210 210 <cue name="Foo" checktime="1h" checkinterval="5s"> 211 211 <conditions> ... ... @@ -213,7 +213,7 @@ 213 213 </cue> 214 214 {{/code}} 215 215 216 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.172 +Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 217 217 218 218 {{code language="xml"}} 219 219 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -222,39 +222,31 @@ 222 222 </cue> 223 223 {{/code}} 224 224 225 - (% 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.181 +The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 226 226 227 -\\ 228 228 229 229 230 - 231 231 {{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 232 232 187 +== Actions == 233 233 189 +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>: 234 234 235 -\\ 236 - 237 -(% id="actions" %) 238 - 239 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 240 - 241 -(% 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>: 242 - 243 243 {{code language="xml"}} 244 244 <delay min="10s" max="30s"/> 245 245 {{/code}} 246 246 247 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: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: 248 248 249 249 {{code language="xml"}} 250 250 <event_cue_completed cue="parent"/> 251 251 {{/code}} 252 252 253 - (% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue’s condition check. The state transition from active to complete will still take the <delay> node into account.201 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue’s condition check. The state transition from active to complete will still take the <delay> node into account. 254 254 255 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %) toperform all the contained sub-node actions, and(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %) toperform only one of them. <do_all> is particularly useful when nested in a <do_any>.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>. 256 256 257 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly:205 +Example, which selects one of the three texts randomly: 258 258 259 259 {{code language="xml"}} 260 260 <actions> ... ... @@ -268,356 +268,347 @@ 268 268 269 269 270 270 271 -{{note body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the “scripts” debug filter is enabled, see [[NULL|Script debug output]].</span>"/}}219 +{{note body="Messages printed with <debug_text> are usually only visible when the “scripts” debug filter is enabled, see [[NULL|Script debug output]]."/}} 272 272 273 273 274 274 275 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a(%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(%style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.223 +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. 276 276 277 - (% 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;" %) canbe used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.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. 278 278 279 -** (% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.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. 280 280 281 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a(%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(%style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.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. 282 282 283 - (% style="color:rgb(0,0,0);text-decoration: none;"%)231 += Libraries = 284 284 233 +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. 285 285 286 - (%style="color: rgb(0,0,0);text-decoration:none;"%) 235 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}} 287 287 288 -(% id="libraries" %) 289 289 290 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 291 291 292 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Librariesarecueswhicharenotcreateddirectlybutonly serveas templatesfor otherues.Thisallowsformodularisation,so youcan re-uselibrarycuesinmanydifferentmissions.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: 293 293 294 -{{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>"/}} 241 +{{code language="xml"}} 242 +<library name="LibFoo" checktime="1h" checkinterval="5s"> 243 + <conditions> 244 + [...] 245 +</library> 246 +{{/code}} 295 295 248 +Although it is called library, it’s basically just a cue that doesn’t do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 296 296 250 +To use a library, use the attribute ref: 297 297 298 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 252 +{{code language="xml"}} 253 +<cue name="Foo" ref="LibFoo"/> 254 +{{/code}} 299 299 300 - {{code}}<library name="LibFoo" checktime="1h" checkinterval="5s"> <conditions> [...]</library>{{/code}}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: 301 301 302 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, it’s basically just a cue that doesn’t do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 258 +{{code language="xml"}} 259 +<cue name="Foo" ref="md.ScriptName.LibFoo"/> 260 +{{/code}} 303 303 304 - (%style="color:rgb(0,0,0);text-decoration:none;"%)To use a library,use the attributeref: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.) 305 305 306 - {{code}}<cue name="Foo" ref="LibFoo"/>{{/code}}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! 307 307 308 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Thiswillcreateacuewith thename Foo thatbehavesjustlikethelibrarycueLibFoo. In thisexample,LibFoohas to be alibraryinthesameMDscriptfile.To usealibraryLibFoofromanotherscript,you have toqualifyitwiththescriptname,usingthe(%%)**(% style="color:rgb(0,0,0);text-decoration:none;"%)md(%%)**(%style="color:rgb(0,0,0);text-decoration: none;"%)prefix: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: 309 309 310 -{{code}}<cue name="Foo" ref="md.ScriptName.LibFoo"/>{{/code}} 268 +{{code language="xml"}} 269 +<cue name="Foo" ref="LibFoo"/> 270 +<cue name="Bar" ref="LibFoo"/> 311 311 312 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%)) 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}} 313 313 314 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 315 315 316 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 317 317 318 -{{code}}<cue name="Foo" ref="LibFoo"/><cue name="Bar" ref="LibFoo"/><library name="LibFoo">  <actions>    <cancel_cue cue="this"/>             <!-- Cancels the cue referencing LibFoo -->    <cancel_cue cue="LibFoo"/>           <!-- Cancels the cue referencing LibFoo -->    <cancel_cue cue="Foo"/>              <!-- Error, Foo not found in library -->    <cancel_cue cue="Baz"/>              <!-- Cancels Baz in the referencing cue -->    <cancel_cue cue="md.Script.Foo"/>    <!-- Cancels Foo -->    <cancel_cue cue="md.Script.LibFoo"/> <!-- Error, trying to cancel library -->    <cancel_cue cue="md.Script.Baz"/>    <!-- Error, trying to cancel library sub-cue -->  </actions>  <cues>    <cue name="Baz"> [...] <!-- Sub-cue is created in all cues referencing LibFoo -->  </cues></library>{{/code}} 319 - 320 320 {{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 321 321 322 322 323 323 324 - (% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you don’t have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.294 +So when writing the library, you don’t have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 325 325 326 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Notes:296 +Notes: 327 327 328 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).329 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!330 -** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.298 +* 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). 299 +* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 300 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 331 331 332 - (%id="library-parameters"%)302 +== Library Parameters == 333 333 334 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)LibraryParameters(%%) ==304 +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. 335 335 336 - (% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised,so that it can be adapted to the needs of a missions that uses it. You can definerequiredand/or optional parametersfor a library, and it will bevalidatedatload time that the user of the library hasprovided all required parameters.306 +Parameters are defined like this: 337 337 338 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 308 +{{code language="xml"}} 309 +<library name="Lib" onfail="cancel"> 310 + <params> 311 + <param name="foo"/> 312 + <param name="bar" default="42"/> 313 + <param name="baz" default="player.age"/> 314 + </params> 315 + [...] 316 +</library> 317 +{{/code}} 339 339 340 - {{code}}<library name="Lib"onfail="cancel"> <params>   <param name="foo"/>   <param name="bar" default="42"/>   <param name="baz" default="player.age"/> </params> [...]</library>{{/code}}319 +If a default value is supplied, the parameter is regarded as optional, otherwise it’s required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 341 341 342 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise it’s required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 321 +{{code language="xml"}} 322 +<cue name="Foo" ref="Lib"> 323 + <param name="foo" value="race.argon"/> 324 + <param name="bar" value="0"/> 325 +</cue> 326 +{{/code}} 343 343 344 - {{code}}<cue name="Foo" ref="Lib"> <param name="foo" value="race.argon"/> <param name="bar" value="0"/></cue>{{/code}}328 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 345 345 346 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 330 +{{code language="xml"}} 331 +<library name="Lib"> 332 + <params> 333 + <param name="foo"/> 334 + </params> 335 + <actions> 336 + <debug_text text="$foo"/> 337 + </actions> 338 +</library> 339 +{{/code}} 347 347 348 - {{code}}<library name="Lib"> <params>  <param name="foo"/> </params> <actions>  <debug_text text="$foo"/>  </actions></library>{{/code}}341 +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. 349 349 350 - (% style="color:rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended tostoreapredefined variable inthe library cue with a standardised name, e.g. $result. The user will be able toread it via CueName.$result. This variable doesnothave to be defined as a parameter but should be documented in the library.343 += Instantiation = 351 351 352 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 345 +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.** 346 +\\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. 347 +\\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. 353 353 349 +== Cleaning up instances explicitly == 354 354 355 - (%style="color:rgb(0,0,0);text-decoration:none;"%) 351 +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 cue’s 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. 356 356 357 - (%id="instantiation"%)353 +{{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."/}} 358 358 359 -= (% style="color:rgb(0,0,0);text-decoration: none;" %)Instantiation(%%)=355 +== Access to instances == 360 360 361 -(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again. 362 362 363 -(% 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. 364 364 365 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Instancesthat are createdvia (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate//are called **instantiated cues**. But sub-cuesof instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)sub-instances(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waitingstate. Aninstanceis removed again(thereby freeing its memory)when it is complete or cancelled, and whenall its instance sub-cues have been removed before.Thesimplestcase is an instantiating cue with no sub-cues: The instance is created, the actions areperformed, andtheinstanceisremoved immediately on completion. A pitfall could be an instance with asub-cue thatis forever inthe waitingstate (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.359 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}} 366 366 367 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 368 368 369 369 370 - (%id="cleaning-up-instances-explicitly"%)363 +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. 371 371 372 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Cleaningupinstances explicitly(%%)==365 +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. 373 373 374 - (% 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 astaticcuestops it from instantiating more cues - but itdoesnotcancel its instances. Resetting a cue with(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues andinstantiatedcues,buthas the(desired) side effect thatconditionchecks will start againif the parentcue’sstate allowsit. Evenasub-instancethat has beenresetcan return to the(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cuewillstopit forever, becauseit is not supposedto bein the (%%)//(% style="color: rgb(0,0,0);text-decoration:none;" %)waiting//state (only its static cueis).Resetting will also induce the clean-up reliably, butkeepin mindthatthis is not thecase for instanceub-cues.367 +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. 375 375 376 - {{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue areperformed. So you can even safely cancelthecue that you are currently in (keyword “</span>'''<span style=~"color:rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">”) or any ancestor cue, and still perform more actions afterwards.</span>"/}}369 +Example chart: 377 377 371 +[[~[~[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]]\\ 378 378 373 +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. 379 379 380 - (% id="access-to-instances" %)375 +Example situations: 381 381 382 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 377 +* In the static tree: Cue names in expressions are always resolved to the static cues. 378 +* In the inst-2 tree: “SubBar” in an expression will be resolved to SubBar (inst 2). 379 +* 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. 380 +* In the inst-2a tree: “SubBaz” in an expression will be resolved to SubBaz (inst 2a) 381 +* In the inst-2a tree: “Bar” in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 382 +* 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. 383 383 384 +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. 384 384 386 +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. 385 385 386 - {{notebody="<spanyle=~"color:rgb(0,0,0);text-decoration:none;~">Thissub-section requiresbasicknowledge of[[NULL|scriptexpressions]].</span>"/}}388 +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).** 387 387 390 +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.) 388 388 392 +== Pitfalls == 389 389 390 - (% style="color: rgb(0,0,0);text-decoration:none;"%)In case ofinstances withsub-instances, you will often want toaccess a relatedinstance fromthe current one. Like inthe non-instancecase,you can simply writethecue name in an expressionto referencethat cue. However,youshouldbeawareof the pitfalls that areaccompanied by this.394 +Some additional common pitfalls with respect to instantiation are listed here. There may be more. 391 391 392 - (%style="color: rgb(0,0,0);text-decoration:none;" %)Whenyouusea cue namefromthe same scriptanexpression,it willalways beresolvedtoomecue- usuallya static cue,even if it isstillin thedisabledstate,butit can alsobeaninstance,ifit is“related”to thecurrentone.396 +* **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:\\ 393 393 394 -(% 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. 395 - 396 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 397 - 398 -(% 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]] 399 - 400 - 401 -(% 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. 402 - 403 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 404 - 405 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 406 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: “SubBar” in an expression will be resolved to SubBar (inst 2). 407 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)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. 408 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: “SubBaz” in an expression will be resolved to SubBaz (inst 2a) 409 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: “Bar” in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 410 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: “SubBaz” 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. 411 - 412 -(% 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. 413 - 414 -(% 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. 415 - 416 -(% 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).(%%)** 417 - 418 -(% 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.) 419 - 420 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 421 - 422 - 423 -(% id="pitfalls" %) 424 - 425 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 426 - 427 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 428 - 429 -* **(% 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: 430 -\\{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 431 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 398 +{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 399 +\\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: 432 432 \\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 433 -* **(% 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 don’t exist any more - it simply doesn’t work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won’t be removed until they are cancelled. In some other cases you simply don’t know and have to check if the instance is already (or still) there. 434 -* **(% 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 wouldn’t exist under other circumstances. 435 435 436 -(% style="color: rgb(0,0,0);text-decoration: none;" %)  402 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don’t exist any more - it simply doesn’t work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won’t be removed until they are cancelled. In some other cases you simply don’t know and have to check if the instance is already (or still) there. 403 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn’t exist under other circumstances. 437 437 438 - (% id="categorybroken_macroanchorexpressions"%)405 += Expressions = 439 439 440 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Expressions(%%)=407 +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:** 441 441 442 -(% 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;" %) 409 +* {{code}}0{{/code}} (integer number) 410 +* {{code}}0772{{/code}} (leading 0 means octal integer number) 411 +* {{code}}3.14159{{/code}} (floating point number) 412 +* {{code}}5e12{{/code}} (float in exponent notation, “times ten to the power of”) 413 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number) 443 443 444 444 445 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 446 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 447 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 448 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, “times ten to the power of”) 449 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 450 450 417 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}} 451 451 452 452 453 -{{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>"/}} 454 454 421 +You can write string literals by putting the string in single quotes: 455 455 456 - 457 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 458 - 459 459 * {{code}}'Hello world'{{/code}} 460 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)424 +* {{code}}''{{/code}} (empty string) 461 461 * {{code}}'String with a line break\n'{{/code}} 462 462 463 463 464 464 465 -{{note body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">< > " &</span>'''<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~"> inan expression string (or anywhere else in an XML attribute value), you’ll 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>"/}}429 +{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you’ll have to escape them as '''&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."/}} 466 466 431 +== Numeric data types and suffixes == 467 467 433 +Numbers can have a suffix that determines their numeric type. There are also numerical data types like “money” or “time” which can only be expressed by using an appropriate unit suffix: 468 468 469 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 435 +* {{code}}5000000000L{{/code}} (large integer) 436 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 437 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 438 +* {{code}}500m{{/code}} (Length in metres) 439 +* {{code}}10s{{/code}} (Time in seconds) 440 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 470 470 442 +A space between number and suffix is allowed. 471 471 472 - (%id="numeric-data-types-and-suffixes" %)444 +Here is the complete list of numeric data types and corresponding unit suffixes: 473 473 474 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 475 - 476 -(% 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 “money” or “time” which can only be expressed by using an appropriate unit suffix: 477 - 478 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 479 -* (% 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) 480 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 481 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 482 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 483 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 484 - 485 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 486 - 487 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 488 - 489 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 490 - 491 - 492 492 (% style="margin-left: 0.0px;" %) 493 493 ((( 494 -\\ 495 - 496 - 497 - 498 -|(%%)(% 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 499 -|(%%)(% 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. 500 -|(%%)(% 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. 501 -|(%%)(% 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. 502 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 503 -(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 504 -\\(% 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. 505 -|(%%)(% 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). 506 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 507 -\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 508 -\\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. 509 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 510 -(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 511 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 512 -(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 513 -\\(% 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. 514 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 515 -(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 516 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 517 -(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 518 -\\(% 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. 519 -|(%%)(% 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 520 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 521 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 522 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 523 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 524 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 525 -(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 526 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 527 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 528 -\\(% 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. 448 +|Data type|Suffix|Examples|Description 449 +|null|(none)|null|Converted to non-null data type of value 0 when needed. 450 +|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 451 +|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 452 +|float|f| 453 +3.14 454 +\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 455 +|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 456 +|money|ct (default) 457 +\\Cr|200Cr 458 +\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 459 +|length| 460 +m (default) 461 +\\km| 462 +500m 463 +\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 464 +|angle| 465 +rad (default) 466 +\\deg| 467 +90deg 468 +\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 469 +|hitpoints|hp|100hp|Hit points 470 +|time| 471 +ms 472 +\\s (default) 473 +\\min 474 +\\h| 475 +800ms 476 +\\1.5s 477 +\\10min 478 +\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 529 529 ))) 530 530 531 -{{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>"/}}481 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}} 532 532 533 - \\483 +== Operators == 534 534 485 +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 535 535 536 - 537 -(% id="categorybroken_macroanchoroperators" %) 538 - 539 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 540 - 541 -(% 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 “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported: 542 - 543 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 544 - 545 - 546 546 (% style="margin-left: 0.0px;" %) 547 547 ((( 548 -\\ 549 - 550 - 551 - 552 -|(%%)(% 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 553 -|(%%)(% 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 554 -|(%%)(% 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 555 -|(%%)(% 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 556 -|(%%)(% 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;" %)π as an angle (same as 180deg) 557 -|(%%)(% 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 558 -|(%%)(% 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 489 +|Operator / Delimiter / Constant|Type|Example|Result of example|Description 490 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 491 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 492 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 493 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg) 494 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 495 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 559 559 |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 560 -| (%%)(% 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 TextDB497 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 561 561 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 562 -| (%%)(% 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)563 -| (%%)(% 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 number564 -| (%%)(% 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 otherwise565 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|499 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 500 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 501 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 502 +|typeof|unary| 566 566 {{code}}typeof null{{/code}} 567 567 \\{{code}}typeof 0{{/code}} 568 568 \\{{code}}typeof 'Hello world'{{/code}}| 569 569 {{code}}datatype.null{{/code}} 570 570 \\{{code}}datatype.integer{{/code}} 571 -\\{{code}}datatype.string{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]572 -| (%%)(%style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|508 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 509 +|sin|unary| 573 573 {{code}}sin(30deg){{/code}} 574 574 \\{{code}}sin(pi){{/code}}| 575 575 {{code}}0.5{{/code}} 576 -\\{{code}}1.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)577 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|513 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 514 +|cos|unary| 578 578 {{code}}cos(60deg){{/code}} 579 579 \\{{code}}cos(pi){{/code}}| 580 580 {{code}}0.5{{/code}} 581 -\\{{code}}0.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)582 -| (%%)(%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)583 -| (%%)(% 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)584 -| (%%)(% 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)585 -| (%%)(% 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;" %)Power586 -| (%%)(% 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;" %)Multiplication587 -| (%%)(% 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;" %)Division588 -| (%%)(% 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)589 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|518 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 519 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 520 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 521 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 522 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 523 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 524 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 525 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 526 +|+|binary| 590 590 {{code}}1 + 1{{/code}} 591 591 \\{{code}}'Hello' + ' world'{{/code}}| 592 592 {{code}}2{{/code}} 593 593 \\{{code}}'Hello world'{{/code}}| 594 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)595 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation596 -| (%%)(% 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;" %)Subtraction531 +Addition 532 +\\String concatenation 533 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 597 597 | 598 - (% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)599 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|535 +lt 536 +\\< (<)|binary| 600 600 {{code}}1 lt 3{{/code}} 601 -\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than538 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 602 602 | 603 - (% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)604 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|540 +le 541 +\\<=|binary| 605 605 {{code}}1 le 3{{/code}} 606 -\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to543 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 607 607 | 608 - (% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)609 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|545 +gt 546 +\\> (>)|binary| 610 610 {{code}}1 gt 3{{/code}} 611 -\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than548 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 612 612 | 613 - (% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)614 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|550 +ge 551 +\\>=|binary| 615 615 {{code}}1 ge 3{{/code}} 616 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 617 -|(%%)(% 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 618 -|(%%)(% 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 619 -|(%%)(% 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) 620 -|(%%)(% 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) 553 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 554 +|((( 555 += = 556 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 557 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 558 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 559 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 621 621 | 622 622 if ... then ... 623 623 \\if ... then ... else ...|ternary| ... ... @@ -626,103 +626,91 @@ 626 626 {{code}}null{{/code}} 627 627 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 628 628 568 +)))(% id="operator-precedence-rules" %) 569 +(%%) 629 629 630 - \\571 +=== Operator precedence rules === 631 631 573 +You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 632 632 633 -))) 575 +* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 576 +* Power operator: ^ 577 +* Multiplicative: *, /, % 578 +* Additive: +, - 579 +* Comparison: lt, le, gt, ge 580 +* Equality: ==, != 581 +* and 582 +* or 583 +* if/then/else (lowest precedence) 634 634 635 -(% id="operator-precedence-rules" %) 636 - 637 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 638 - 639 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 640 - 641 - 642 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 643 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 644 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 645 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 646 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 647 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 648 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 649 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 650 -* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 651 - 652 652 (% id="type-conversion" %) 653 653 654 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%)===587 +=== Type conversion === 655 655 656 - (% 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:589 +When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 657 657 658 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as “0” of the other type.659 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type.660 -* (% 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.661 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type.662 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined.591 +* Null and something else: The null value will be interpreted as “0” of the other type. 592 +* Two non-unit integers: The result will be an integer of the largest involved type. 593 +* Two non-unit numbers, not all integers: The result will be the largest involved float type. 594 +* Non-unit and unit: The result will be the unit type. 595 +* Two different units: The types are incompatible. This is an error, the result is undefined. 663 663 664 - (% 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.597 +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. 665 665 666 - (% 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:599 +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: 667 667 668 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}669 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}601 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 602 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 670 670 671 - (% 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: “{{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.)604 +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.) 672 672 673 - (% 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.606 +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. 674 674 675 - (% 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:608 +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: 676 676 677 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}678 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}610 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 611 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 679 679 680 - (% 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.613 +As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 681 681 682 682 (% id="boolean-operators" %) 683 683 684 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%)===617 +=== Boolean operators === 685 685 686 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==):619 +Some additional notes on Boolean operators (such as and, or, not, ==): 687 687 621 +* Of course a Boolean operation always results in true or false (integer 1 or 0). 622 +* 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**. 623 +* != 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. 624 +* “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 625 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 626 +* 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. 627 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 688 688 689 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 690 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for “and”. They will be interpreted as “true” 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;" %). 691 -* (% 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. 692 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)“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 693 -** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 694 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 695 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 696 696 697 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 698 698 631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 632 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 699 699 700 -(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 701 -~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 702 -\\(%%) == 634 +{{{==}}} 703 703 704 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:636 +You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 705 705 706 706 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 707 707 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 708 708 709 - (% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].641 +See also the section about [[value properties>>MediaWiki.NULL]]. 710 710 711 711 Instead of ‘%1 %2 %3’, you can also use ‘%s %s %s’, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 644 +\\To get a percent character in the result string, use '%%' in the format string. 645 +\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 646 +\\**[New as of X Rebirth 4.0]** 647 +\\ 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): 712 712 713 -To get a percent character in the result string, use '%%' in the format string. 649 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 650 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 651 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 714 714 715 - 716 -(% 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. 717 - 718 -**[New as of X Rebirth 4.0]** 719 - 720 -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): 721 - 722 -* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 723 -* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 724 -* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 725 - 726 726 Additional remarks: 727 727 728 728 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. ... ... @@ -731,26 +731,25 @@ 731 731 732 732 733 733 734 -{{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>"/}}661 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 735 735 736 736 737 737 738 - (% style="color: rgb(0,0,0);text-decoration: none;" %)665 +\\ 739 739 740 - 741 741 (% id="categorybroken_macroanchorlists" %) 742 742 743 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%)==669 +== Lists == 744 744 745 - (% 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]].671 +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]]. 746 746 747 - (% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as “[ ]”.673 +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 “[ ]”. 748 748 749 -{{note body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a list’s 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>"/}}675 +{{note body="When accessing a list’s elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}} 750 750 751 751 752 752 753 - (% 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.679 +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. 754 754 755 755 {{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 756 756 ... ... @@ -760,158 +760,163 @@ 760 760 761 761 762 762 763 - (% style="color: rgb(0,0,0);text-decoration: none;" %)689 +\\ 764 764 765 - 766 766 (% id="categorybroken_macroanchortables" %) 767 767 768 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%)==693 +== Tables == 769 769 770 - (% 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.695 +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.\\ 771 771 697 +Almost all values are allowed as table keys, but there are a few exceptions: 772 772 773 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 699 +* Strings must start with '$', like variables 700 +* null cannot be used as table key (but the number 0 is valid) 701 +* Lists, tables, groups and buildplans cannot be used as table keys\\ 774 774 775 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 776 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 777 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 778 -\\ 779 779 780 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 781 781 782 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table 783 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null 705 +These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 784 784 707 +* {{code}}table[]{{/code}} ⟹ creates an empty table 708 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 785 785 786 786 787 787 788 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%)a table that maps the string '$foo' to the string 'bar'789 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%)exactly the same, just a shorter notation(%%)for string keys790 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%)error, 'foo' does not start with a '$'791 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%)a table that maps 1 to an empty list and 2 to an empty table712 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 713 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 714 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 715 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 792 792 793 793 794 -(% 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). 795 795 719 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 796 796 797 - (% style="color: rgb(0,0,0);text-decoration: none;" %)721 +\\ 798 798 799 - 800 800 (% id="categorybroken_macroanchorvalue-properties" %) 801 801 802 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%)==725 +== Value properties == 803 803 804 - (% 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 game’s state, properties are used.727 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game’s state, properties are used. 805 805 806 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don’t have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.729 +Numbers don’t have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 807 807 808 - (% 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:731 +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: 809 809 810 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42811 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null812 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text'813 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3733 +* 1 ⟹ 42 734 +* 2 ⟹ null 735 +* 3 ⟹ 'text' 736 +* 'count' ⟹ 3 814 814 815 - (% 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.738 +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. 816 816 817 - (% 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:740 +You can look up a property by appending a dot and the key in curly braces: 818 818 819 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)820 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)821 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0822 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%)42742 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 743 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 744 +* {{code}}[].{'count'}{{/code}} ⟹ 0 745 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 823 823 824 824 825 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 826 826 749 +In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 750 + 827 827 * {{code}}[42].{'count'}{{/code}} 828 828 * {{code}}$ship.{'name'}{{/code}} 829 829 * {{code}}$ship.{'class'} {{/code}} 830 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 831 -\\ 754 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 832 832 833 -(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 834 834 757 + 758 +But it is easier just to write the property key without braces, which is equivalent: 759 + 835 835 * {{code}}[0].count{{/code}} 836 836 * {{code}}$ship.name{{/code}} 837 837 * {{code}}$ship.class{{/code}} 838 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 839 -\\ 763 +* {{code}}table[$foo='bar'].$foo{{/code}}\\ 840 840 841 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a “$”, so they cannot be confused with keywords.) 842 842 843 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 844 844 845 -( %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)767 +(In this case, $ship is a variable. All variables start with a “$”, so they cannot be confused with keywords.) 846 846 847 - (%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)769 +A list has even more properties: 848 848 849 -* (% style="color:rgb(0,0,0);text-decoration:none;"%){{code}}[1,6, 8].min{{/code}}⟹1771 +**random'** returns a randomly chosen element (which requires that the list is non-empty) 850 850 851 - (% 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)773 +**min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 852 852 853 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹5775 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 854 854 855 - (% 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 it’s notin thelist777 +**average'** returns the average (but all element types have to be compatible) 856 856 857 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹3779 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 858 858 859 - (% 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)781 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it’s not in the list 860 860 861 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹{{code}}[1, 6, 8]{{/code}}783 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 862 862 863 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Atablehasdifferentproperties:785 +**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) 864 864 865 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 866 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 787 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 867 867 868 - (%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:789 +A table has different properties: 869 869 791 +* '**clone'** creates a shallow copy of the table 792 +* '**keys'** allows you to access data about the table's keys 870 870 871 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 872 -\\ 873 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$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) 874 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 794 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 875 875 876 876 877 877 878 -{{ noteody="<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~">Thestringformattingsyntaxthat youhaveseen [[NULL|above]] isalso based on theproperty system.You basicallypass a list as property keyto a string.Bracesaround the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}}798 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 879 879 880 880 881 881 882 -(% id="lookup-tests-and-suppressing-errors" %)(%%) 883 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 884 -\\(%%) === 802 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 803 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 885 885 886 -(% 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 “?” to the lookup, which yields true or false: 887 887 888 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 889 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 890 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key' 891 891 807 +{{note body="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'.{[...]}."/}} 892 892 893 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 894 894 895 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 896 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 897 897 898 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Tolookhevalue of a property although it may not exist,you canusethe at-sign“@” as prefix:811 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 899 899 900 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 901 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 902 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 903 903 904 - (% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.814 +{{{===}}} 905 905 816 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark “?” to the lookup, which yields true or false: 817 + 818 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 819 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 820 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 821 + 822 + 823 + 824 +The question mark can even be applied to variables: 825 + 826 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 827 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 828 + 829 +To look up the value of a property although it may not exist, you can use the at-sign “@” as prefix: 830 + 831 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 832 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 833 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 834 + 835 +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. 836 + 906 906 \\ 907 907 908 908 (% id="static-lookups" %) 909 909 910 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%)===841 +=== Static lookups === 911 911 912 - (% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the “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.843 +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. 913 913 914 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values:845 +Here are a few enumeration classes and corresponding example lookup values: 915 915 916 916 (% style="margin-left: 0.0px;" %) 917 917 ((( ... ... @@ -919,48 +919,48 @@ 919 919 920 920 921 921 922 -| (%%)(% 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;" %)Description923 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|924 - (% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)925 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)926 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)927 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes928 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|929 - (% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)930 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes931 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|932 - (% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)933 -\\ (% 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)934 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|935 - (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)936 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)937 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)938 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes939 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|940 - (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)941 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)942 -\\ (% 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]])943 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|944 - (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)945 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)946 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]947 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|948 - (% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)949 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)950 -\\ (% 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.)951 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|952 - (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)953 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)954 -\\ (% 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.)955 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|956 - (% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)957 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares958 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|959 - (% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)960 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races961 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|962 - (% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)963 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions853 +|Data type (= value name)|Examples|Description 854 +|class| 855 +class.ship 856 +\\class.ship_xl 857 +\\class.space 858 +\\class.weapon|Component classes 859 +|purpose| 860 +purpose.combat 861 +\\purpose.transportation|Purposes 862 +|killmethod| 863 +killmethod.hitbybullet 864 +\\killmethod.hitbymissile|Ways to die (already used before destruction) 865 +|datatype| 866 +datatype.float 867 +\\datatype.component 868 +\\datatype.class 869 +\\datatype.datatype|Script value datatypes 870 +|profile| 871 +profile.flat 872 +\\profile.increasing 873 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 874 +|cuestate| 875 +cuestate.waiting 876 +\\cuestate.active 877 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 878 +|level| 879 +level.easy 880 +\\level.medium 881 +\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 882 +|attention| 883 +attention.insector 884 +\\attention.visible 885 +\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 886 +|ware| 887 +ware.ore 888 +\\ware.silicon|Wares 889 +|race| 890 +race.argon 891 +\\race.boron|Races 892 +|faction| 893 +faction.player 894 +\\faction.argongovernment|Factions 964 964 ))) 965 965 966 966 {{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: ... ... @@ -971,108 +971,118 @@ 971 971 972 972 <code>(typeof $value).isstring</code>"/}} 973 973 974 -{{info body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype “tag” with the lookup name “tag” - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like “tag.mision” instead of “tag.mission”, there won’t be an error because any name is valid for a tag, and the tag “mision” is created on its first use.</span>"/}}905 +{{info body="There is also the datatype “tag” with the lookup name “tag” - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like “tag.mision” instead of “tag.mission”, there won’t be an error because any name is valid for a tag, and the tag “mision” is created on its first use."/}} 975 975 976 - (% style="color: rgb(0,0,0);text-decoration: none;" %)907 +\\ 977 977 978 978 910 + 979 979 (% id="player-properties" %) 980 980 981 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%)===913 +=== Player properties === 982 982 983 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword “player”:915 +You can access many player-related game properties via the keyword “player”: 984 984 985 -* (% 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 player’s name 986 -* (% 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 987 -* (% 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 player’s account 988 -* (% 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 989 -\\ 990 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 991 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 992 -\\ 993 -* (% 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 994 -* (% 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 917 +* player.**name**: The player’s name 918 +* player.**age**: The passed in-game time since game start 919 +* player.**money**: The money in the player’s account 920 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 995 995 922 + 923 + 924 +* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 925 +* player.**entity**: The actual player object\\ 926 + 927 + 928 + 929 +* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 930 +* player.**copilot**: The co-pilot NPC 931 + 996 996 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. 933 +\\(% id="safe-properties" %) 997 997 998 - (% id="safe-properties"%)935 +=== Safe properties === 999 999 1000 - === (%style="color:rgb(0,0,0);text-decoration:none;"%)Safeproperties(%%) ===937 +Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 1001 1001 1002 -(% 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: 939 +* exists 940 +* isoperational 941 +* iswreck 942 +* isconstruction 943 +* available 944 +* isclass.(...) 1003 1003 1004 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1005 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1006 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1007 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1008 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1009 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 946 +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. 1010 1010 1011 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties willnot cause errors whenusedon “null” ora destroyedobject(whichmay still beaccessiblefrom scripts in some cases), and produce null or false as results, respectively. (The keyword “available” is used for trades,notfor objects. Trades can also become invalid.)However, whenusing such a propertyonadifferentdatatype like a number,there will still be anerror.948 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 1012 1012 1013 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1014 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1015 -\\(%%) === 1016 1016 1017 - (% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]**951 +{{{===}}} 1018 1018 1019 -(% 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. 953 +**[New as of X Rebirth 4.0]** 954 +\\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. 1020 1020 1021 1021 * {{code}}$money.formatted.{'formatstring'} {{/code}} 1022 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1023 -\\ 957 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 958 + 959 + 960 + 1024 1024 * {{code}}$time.formatted.{'formatstring'}{{/code}} 1025 -* {{code}}$time.formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %) (%%)(using default format string '%T')962 +* {{code}}$time.formatted.default{{/code}}  (using default format string '%T') 1026 1026 1027 - (% 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.964 +In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1028 1028 1029 - (% 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:966 +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:\\ 1030 1030 1031 1031 969 + 1032 1032 |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.) 1033 1033 |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'. 1034 1034 |.|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) 1035 1035 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 1036 1036 1037 - (% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.975 +By default, these options are disabled. 1038 1038 1039 - (% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):977 +More available specifiers (in addition to %s): 1040 1040 1041 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1042 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1043 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1044 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1045 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1046 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1047 -\\ 979 +* %k: Credits (truncated) in kilo format 980 +* %M: Credits (truncated) in Mega format 981 +* %G: Credits (truncated) in Giga format 982 +* %T: Credits (truncated) in Tera format 983 +* %Cr: Localised "Cr" string 984 +* %%: A % sign\\ 1048 1048 1049 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 1050 1050 1051 1051 1052 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}} 1053 -* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1054 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}} 1055 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1056 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}} 988 +Examples:\\ 1057 1057 990 + 991 + 992 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 993 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 994 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 995 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 996 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 997 + 1058 1058 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1059 1059 1060 1060 Examples: 1061 1061 1062 -* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'00:02:31'{{/code}}1063 -* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'00:02:31'{{/code}} (same as {'%T'})1064 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'00:02:31.000'{{/code}}1065 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'0:02'{{/code}}1002 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1003 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1004 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1005 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1066 1066 1067 1067 (% id="complete-property-documentation" %) 1068 1068 1069 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%)===1009 +=== Complete property documentation === 1070 1070 1071 - (% 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.1011 +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. 1072 1072 1073 - (% 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.1013 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 1074 1074 1075 1075 1016 + 1076 1076 {{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: 1077 1077 1078 1078 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". ... ... @@ -1080,76 +1080,78 @@ 1080 1080 1081 1081 1082 1082 1083 - (% style="color: rgb(0,0,0);text-decoration: none;" %)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:1024 +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: 1084 1084 1085 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword1086 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. “$ship”), as if it were a variable1087 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (“.”)1088 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name1089 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (“.”) as first character to search globally for a property1026 +* Enter the beginning of a base keyword 1027 +* Enter $ followed by the data type you are looking for (e.g. “$ship”), as if it were a variable 1028 +* To see the properties of a base keyword or data type, enter a dot (“.”) 1029 +* After the dot, you can enter a property name 1030 +* You can also enter a dot (“.”) as first character to search globally for a property 1090 1090 1091 - (% style="color: rgb(0,0,0);text-decoration: none;" %)1032 +\\ 1092 1092 1093 1093 1094 -{{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 “component”, but have different properties based on their component class.</span>"/}} 1095 1095 1036 +{{note body="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."/}} 1096 1096 1097 1097 1039 + 1098 1098 \\ 1099 1099 1100 1100 (% id="md-refreshing-and-patching" %) 1101 1101 1102 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%)=1044 += MD refreshing and patching = 1103 1103 1104 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called “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.1046 +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. 1105 1105 1106 1106 \\ 1107 1107 1108 1108 (% id="details-and-restrictions" %) 1109 1109 1110 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%)==1052 +== Details and restrictions == 1111 1111 1112 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:1054 +Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1113 1113 1114 -* (% 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).1115 -* (% 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.1116 -* (% 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.1117 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa.1118 -* (% 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.)1119 -* (% 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.1120 -* (% 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.1121 -* (% 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.1122 -* (% 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).1123 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it).1124 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately.1125 -* (% 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.1126 -* (% 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.1127 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants.1056 +* 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). 1057 +* 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. 1058 +* 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. 1059 +* You CANNOT change a <cue> to a <library> or vice versa. 1060 +* 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.) 1061 +* 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. 1062 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1063 +* 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. 1064 +* 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). 1065 +* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1066 +* Adding sub-cues to active or complete cues enables their condition checks immediately. 1067 +* 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. 1068 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1069 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1128 1128 1129 - (% style="color: rgb(0,0,0);text-decoration: none;" %)1071 +\\ 1130 1130 1131 1131 1132 -{{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>"/}} 1133 1133 1134 -{{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>"/}}1075 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}} 1135 1135 1077 +{{warning body="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."/}} 1136 1136 1137 1137 1080 + 1138 1138 \\ 1139 1139 1140 1140 (% id="patching" %) 1141 1141 1142 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%)==1085 +== Patching == 1143 1143 1144 - (% 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.1087 +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. 1145 1145 1146 1146 {{code}}<cue [...] version="42">  <conditions> [...] </conditions>  <actions> [...] </actions>  <patch sinceversion="42">    [patch actions]  </patch></cue>{{/code}} 1147 1147 1148 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, “complete” 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.1091 +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. 1149 1149 1150 - (% 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.1093 +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. 1151 1151 1152 -{{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>"/}}1095 +{{note body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}} 1153 1153 1154 1154 1155 1155 ... ... @@ -1157,25 +1157,25 @@ 1157 1157 1158 1158 (% id="common-attribute-groups" %) 1159 1159 1160 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%)=1103 += Common attribute groups = 1161 1161 1162 - (% 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.1105 +There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1163 1163 1164 1164 \\ 1165 1165 1166 1166 (% id="categorybroken_macroanchorvalue-comparisons" %) 1167 1167 1168 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%)==1111 +== Value comparisons == 1169 1169 1170 - (% 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>:1113 +There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1171 1171 1172 1172 {{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1173 1173 1174 - (% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:1117 +In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1175 1175 1176 1176 {{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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}} 1177 1177 1178 -{{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>"/}}1121 +{{note body="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."/}} 1179 1179 1180 1180 1181 1181 ... ... @@ -1183,118 +1183,111 @@ 1183 1183 1184 1184 (% id="categorybroken_macroanchorrandom-ranges" %) 1185 1185 1186 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%)==1129 +== Random ranges == 1187 1187 1188 - (% 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:1131 +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: 1189 1189 1190 1190 {{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1191 1191 1192 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used:1135 +To select a random element from a list, this syntax can be used: 1193 1193 1194 1194 {{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1195 1195 1196 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max:1139 +To get a random number within a given range, you can use min/max: 1197 1197 1198 1198 {{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1199 1199 1200 - (% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).1143 +min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1201 1201 1202 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).1145 +You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1203 1203 1204 1204 {{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1205 1205 1206 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)  1149 +(% style="color: rgb(0,0,255);text-decoration: none;" %)  1150 +\\(% id="variables-and-namespaces" %) 1207 1207 1208 - (% id="variables-and-namespaces"%)1152 += Variables and namespaces = 1209 1209 1210 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Variables andnamespaces(%%)=1154 +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). 1211 1211 1212 -(% 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). 1156 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1157 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1213 1213 1214 - (% style="color:rgb(0,0,255);text-decoration:none;"%)(% style="color: rgb(0,0,0);text-decoration:none;"%)1159 +== Creating and removing variables == 1215 1215 1161 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1216 1216 1217 -(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1218 - 1219 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1220 - 1221 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1222 - 1223 1223 {{code}} <set_value name="$foo" exact="$bar + 1" />{{/code}} 1224 1224 1225 - (% style="color: rgb(0,0,0);text-decoration: none;" %)<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>.)1165 +<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>.) 1226 1226 1227 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is “(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”, but there are more: “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”, “(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”, and “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”.(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and(%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didn’t exist before. If neither(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//,(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed.1167 +The default operation of <set_value> is “**set**”, but there are more: “**add**”, “**subtract**”, and “**insert**”. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn’t exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1228 1228 1229 1229 {{code}}<set_value name="$foo" operation="add" />{{/code}} 1230 1230 1231 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys:1171 +The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1232 1232 1233 1233 {{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1234 1234 1235 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The operation(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):1175 +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): 1236 1236 1237 1237 {{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1238 1238 1239 - (% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases.1179 +This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1240 1240 1241 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent:1181 +Appending is easier than that. The following actions are equivalent: 1242 1242 1243 1243 {{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1244 1244 1245 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible.1185 +Inserting at a position below 1 or above $list.count + 1 is not possible. 1246 1246 1247 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>:1187 +To remove variables or list/table entries, use <remove_value>: 1248 1248 1249 1249 {{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1250 1250 1251 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.1191 +Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1252 1252 1253 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1193 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1194 +\\\\\\(% id="accessing-remote-variables" %) 1254 1254 1196 +== Accessing remote variables == 1255 1255 1256 - (%id="accessing-remote-variables"%)1198 +You can also read and write variables in other cues by using the variable name as property key: 1257 1257 1258 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1259 - 1260 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1261 - 1262 1262 {{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1263 1263 1264 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable:1202 +Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1265 1265 1266 1266 {{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}} 1267 1267 1268 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1206 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1207 +\\\\\\(% id="namespaces" %) 1269 1269 1209 +== Namespaces == 1270 1270 1271 - (%id="namespaces" %)1211 +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. 1272 1272 1273 - == (%style="color:rgb(0,0,0);text-decoration:none;" %)Namespaces(%%) ==1213 +Consider this case: 1274 1274 1275 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 1276 - 1277 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1278 - 1279 1279 {{code}}<cue name="Root">  <actions>    <set_value name="$foo" />  </actions>  <cues>    <cue name="SubCue"> [...]    </cue>  </cues></cue>{{/code}} 1280 1280 1281 - (% 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 $foo. Of course they could write “parent.$foo” or “Root.$foo”, but since it’s very common to have a single location for most variables in the whole cue tree, the easy solution is to write just “$foo” - because variable names are looked up in the(%%)**(% 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 “this” cue.1217 +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.$foo”, but since it’s very common to have a single location for most variables in the whole cue tree, the easy solution is to write just “$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. 1282 1282 1283 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)” in expressions to get the namespace cue.1219 +You can also use the keyword “**namespace**” in expressions to get the namespace cue. 1284 1284 1285 1285 (% id="defining-a-cues-namespace" %) 1286 1286 1287 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cue’s namespace(%%)===1223 +=== Defining a cue’s namespace === 1288 1288 1289 - (% 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:1225 +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: 1290 1290 1291 -* ** (% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %):Use “this” cue as namespace, even for instances: $foo == this.$foo1292 -* ** (%style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %):Same as “this”, but when instantiated, use the static cue: $foo == static.$foo1293 -* ** (% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %):The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”.1227 +* **this**: Use “this” cue as namespace, even for instances: $foo == this.$foo 1228 +* **static**: Same as “this”, but when instantiated, use the static cue: $foo == static.$foo 1229 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”. 1294 1294 1295 1295 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1296 1296 1297 1297 1298 -{{warning body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression “$foo == namespace.$foo” is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent’s namespace. However, the referencing cue creates a new namespace, so the</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 parent’s namespace. Example:</span>1234 +{{warning body="Although in general the expression “$foo == namespace.$foo” is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent’s namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent’s namespace. Example: 1299 1299 1300 1300 <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>"/}}