Changes for page Mission Director Guide

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1 -X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
1 +Mission Director Guide
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1 +X Rebirth Wiki.Modding support.WebHome
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1 +Broken_macro/anchor|Broken macro/anchor
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1 -{{info body="Please note that this is officially-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 -To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page."/}}
3 +An introduction to the original MD can be found in the[[(% &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 [[(% &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;" %)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.
21 +This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
39 39  
40 -(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
23 +{{info}}
24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
41 41  
42 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
26 +To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."
27 +{{/info}}
43 43  
44 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If 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.
29 +== Script debug output ==
45 45  
46 -{{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
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 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."/}}
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;" %)Script debug output(%%) ==
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;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
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 collect all messages(%%) in a file, start the game with the following parameters on 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, 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:
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 ΓÇ£mdscriptΓÇ¥ 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;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
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 &lt;delay&gt; 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 +{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}}
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 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.
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 ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
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;" %) 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.
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;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
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 cueΓÇÖs 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 ΓÇô 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 every 5 seconds, but start checking only 1 hour after game start.
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 ΓÇô 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  
185 +{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}}
230 230  
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."/}}
187 +== Actions ==
232 232  
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>:
233 233  
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 cueΓÇÖs 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;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
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>
... ... @@ -268,35 +268,28 @@
268 268  
269 269  
270 270  
271 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}}
219 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}}
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;" %) can be 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 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
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;" %)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.
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>"/}}
295 -
296 -
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:
299 -
300 300  {{code language="xml"}}
301 301  <library name="LibFoo" checktime="1h" checkinterval="5s">
302 302   <conditions>
... ... @@ -304,25 +304,25 @@
304 304  </library>
305 305  {{/code}}
306 306  
307 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
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.
308 308  
309 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref:
250 +To use a library, use the attribute ref:
310 310  
311 311  {{code language="xml"}}
312 312  <cue name="Foo" ref="LibFoo"/>
313 313  {{/code}}
314 314  
315 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix:
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:
316 316  
317 317  {{code language="xml"}}
318 318  <cue name="Foo" ref="md.ScriptName.LibFoo"/>
319 319  {{/code}}
320 320  
321 -(% 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.(%%))
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.)
322 322  
323 -(% 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!
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!
324 324  
325 -(% 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:
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:
326 326  
327 327  {{code language="xml"}}
328 328  <cue name="Foo" ref="LibFoo"/>
... ... @@ -345,27 +345,24 @@
345 345  {{/code}}
346 346  
347 347  
289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
348 348  
349 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}}
350 350  
351 351  
293 +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.
352 352  
353 -(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
295 +Notes:
354 354  
355 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes:
297 +* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).
298 +* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
299 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
356 356  
357 -* (% 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).
358 -* (% 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!
359 -** (% 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.
301 +== Library Parameters ==
360 360  
361 -(% id="library-parameters" %)
303 +A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
362 362  
363 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) ==
305 +Parameters are defined like this:
364 364  
365 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
366 -
367 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this:
368 -
369 369  {{code language="xml"}}
370 370  <library name="Lib" onfail="cancel">
371 371   <params>
... ... @@ -377,7 +377,7 @@
377 377  </library>
378 378  {{/code}}
379 379  
380 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
318 +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:
381 381  
382 382  {{code language="xml"}}
383 383  <cue name="Foo" ref="Lib">
... ... @@ -386,7 +386,7 @@
386 386  </cue>
387 387  {{/code}}
388 388  
389 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
327 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.
390 390  
391 391  {{code language="xml"}}
392 392  <library name="Lib">
... ... @@ -399,277 +399,225 @@
399 399  </library>
400 400  {{/code}}
401 401  
402 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
340 +If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
403 403  
404 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
342 += Instantiation =
405 405  
344 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
345 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
346 +\\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
406 406  
407 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 
348 +== Cleaning up instances explicitly ==
408 408  
409 -(% id="instantiation" %)
350 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent 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.
410 410  
411 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) =
352 +{{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards."/}}
412 412  
413 -(% 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.
354 +== Access to instances ==
414 414  
415 -(% 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.
416 416  
417 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
418 418  
419 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
358 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
420 420  
421 421  
422 -(% id="cleaning-up-instances-explicitly" %)
423 423  
424 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) ==
362 +In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
425 425  
426 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
364 +When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
427 427  
428 -{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}}
366 +Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
429 429  
368 +Example chart:
430 430  
370 +[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\
431 431  
432 -(% id="access-to-instances" %)
372 +This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
433 433  
434 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) ==
374 +Example situations:
435 435  
376 +* In the static tree: Cue names in expressions are always resolved to the static cues.
377 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2).
378 +* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
379 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a)
380 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
381 +* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
436 436  
383 +In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
437 437  
438 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}}
385 +To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves.
439 439  
387 +In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).**
440 440  
389 +You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.)
441 441  
442 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
391 +== Pitfalls ==
443 443  
444 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
393 +Some additional common pitfalls with respect to instantiation are listed here. There may be more.
445 445  
446 -(% 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 +* **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:\\
447 447  
448 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart:
397 +{{code}}<debug_text text="static.$foo"/>{{/code}}
398 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
399 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
449 449  
450 -(% 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]]
401 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that 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.
402 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances.
451 451  
404 += Expressions =
452 452  
453 -(% 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.
406 +Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
454 454  
455 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations:
408 +* {{code}}0{{/code}} (integer number)
409 +* {{code}}0772{{/code}} (leading 0 means octal integer number)
410 +* {{code}}3.14159{{/code}} (floating point number)
411 +* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
412 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
456 456  
457 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues.
458 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
459 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
460 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
461 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
462 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
463 463  
464 -(% 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.
465 465  
466 -(% 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.
416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}}
467 467  
468 -(% 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).(%%)**
469 469  
470 -(% 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.)
471 471  
472 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
420 +You can write string literals by putting the string in single quotes:
473 473  
474 -
475 -(% id="pitfalls" %)
476 -
477 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) ==
478 -
479 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more.
480 -
481 -* **(% 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:
482 -\\{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
483 -\\(% 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:
484 -\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
485 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
486 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances.
487 -
488 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 
489 -
490 -(% id="categorybroken_macroanchorexpressions" %)
491 -
492 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) =
493 -
494 -(% 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;" %)
495 -
496 -
497 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number)
498 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number)
499 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number)
500 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
501 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number)
502 -
503 -
504 -
505 -{{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>"/}}
506 -
507 -
508 -
509 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes:
510 -
511 511  * {{code}}'Hello world'{{/code}}
512 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)
423 +* {{code}}''{{/code}} (empty string)
513 513  * {{code}}'String with a line break\n'{{/code}}
514 514  
515 515  
516 516  
517 -{{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;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&amp;lt; &amp;gt; &amp;quot; &amp;amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}}
428 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), 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.{{/info}}
518 518  
430 +== Numeric data types and suffixes ==
519 519  
432 +Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix:
520 520  
521 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
434 +* {{code}}5000000000L{{/code}} (large integer)
435 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
436 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
437 +* {{code}}500m{{/code}} (Length in metres)
438 +* {{code}}10s{{/code}} (Time in seconds)
439 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
522 522  
441 +A space between number and suffix is allowed.
523 523  
524 -(% id="numeric-data-types-and-suffixes" %)
443 +Here is the complete list of numeric data types and corresponding unit suffixes:
525 525  
526 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) ==
527 -
528 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
529 -
530 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer)
531 -* (% 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)
532 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
533 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres)
534 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds)
535 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
536 -
537 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed.
538 -
539 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes:
540 -
541 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
542 -
543 -
544 544  (% style="margin-left: 0.0px;" %)
545 545  (((
546 -\\
547 -
548 -
549 -
550 -|(%%)(% 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
551 -|(%%)(% 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.
552 -|(%%)(% 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.
553 -|(%%)(% 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.
554 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f|
555 -(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%)
556 -\\(% 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.
557 -|(%%)(% 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).
558 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default)
559 -\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr
560 -\\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.
561 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length|
562 -(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%)
563 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km|
564 -(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%)
565 -\\(% 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.
566 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle|
567 -(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%)
568 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg|
569 -(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%)
570 -\\(% 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.
571 -|(%%)(% 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
572 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time|
573 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%)
574 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%)
575 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)
576 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h|
577 -(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%)
578 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%)
579 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%)
580 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
447 +|Data type|Suffix|Examples|Description
448 +|null|(none)|null|Converted to non-null data type of value 0 when needed.
449 +|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
450 +|largeint|L|0x1ffffffffL|Large 64-bit signed integer.
451 +|float|f|
452 +3.14
453 +\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
454 +|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision).
455 +|money|ct (default)
456 +\\Cr|200Cr
457 +\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
458 +|length|
459 +m (default)
460 +\\km|
461 +500m
462 +\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres.
463 +|angle|
464 +rad (default)
465 +\\deg|
466 +90deg
467 +\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians.
468 +|hitpoints|hp|100hp|Hit points
469 +|time|
470 +ms
471 +\\s (default)
472 +\\min
473 +\\h|
474 +800ms
475 +\\1.5s
476 +\\10min
477 +\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
581 581  )))
582 582  
583 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}}
480 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
584 584  
585 -\\
482 +== Operators ==
586 586  
484 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported
587 587  
588 -
589 -(% id="categorybroken_macroanchoroperators" %)
590 -
591 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) ==
592 -
593 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported:
594 -
595 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
596 -
597 -
598 598  (% style="margin-left: 0.0px;" %)
599 599  (((
600 -\\
601 -
602 -
603 -
604 -|(%%)(% 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
605 -|(%%)(% 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
606 -|(%%)(% 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
607 -|(%%)(% 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
608 -|(%%)(% 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)
609 -|(%%)(% 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
610 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values
488 +|Operator / Delimiter / Constant|Type|Example|Result of example|Description
489 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
490 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
491 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
492 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
493 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
494 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
611 611  |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
612 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB
496 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
613 613  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
614 -|(%%)(% 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)
615 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number
616 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise
617 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
498 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
499 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
500 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
501 +|typeof|unary|
618 618  {{code}}typeof null{{/code}}
619 619  \\{{code}}typeof 0{{/code}}
620 620  \\{{code}}typeof 'Hello world'{{/code}}|
621 621  {{code}}datatype.null{{/code}}
622 622  \\{{code}}datatype.integer{{/code}}
623 -\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
624 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
507 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
508 +|sin|unary|
625 625  {{code}}sin(30deg){{/code}}
626 626  \\{{code}}sin(pi){{/code}}|
627 627  {{code}}0.5{{/code}}
628 -\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)
629 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
512 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
513 +|cos|unary|
630 630  {{code}}cos(60deg){{/code}}
631 631  \\{{code}}cos(pi){{/code}}|
632 632  {{code}}0.5{{/code}}
633 -\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)
634 -|(%%)(% 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)
635 -|(%%)(% 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)
636 -|(%%)(% 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)
637 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power
638 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication
639 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division
640 -|(%%)(% 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)
641 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
517 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
518 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
519 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
520 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
521 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
522 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
523 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
524 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
525 +|+|binary|
642 642  {{code}}1 + 1{{/code}}
643 643  \\{{code}}'Hello' + ' world'{{/code}}|
644 644  {{code}}2{{/code}}
645 645  \\{{code}}'Hello world'{{/code}}|
646 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)
647 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation
648 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction
530 +Addition
531 +\\String concatenation
532 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
649 649  |
650 -(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)
651 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt; (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
534 +lt
535 +\\< (<)|binary|
652 652  {{code}}1 lt 3{{/code}}
653 -\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than
537 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than
654 654  |
655 -(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)
656 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
539 +le
540 +\\<=|binary|
657 657  {{code}}1 le 3{{/code}}
658 -\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to
542 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
659 659  |
660 -(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)
661 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt; (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
544 +gt
545 +\\> (>)|binary|
662 662  {{code}}1 gt 3{{/code}}
663 -\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than
547 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
664 664  |
665 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)
666 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
549 +ge
550 +\\>=|binary|
667 667  {{code}}1 ge 3{{/code}}
668 -\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to
669 -|(%%)(% 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
670 -|(%%)(% 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
671 -|(%%)(% 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)
672 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics)
552 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
553 +|(((
554 += =
555 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
556 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
557 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
558 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
673 673  |
674 674  if ... then ...
675 675  \\if ... then ... else ...|ternary|
... ... @@ -678,292 +678,284 @@
678 678  {{code}}null{{/code}}
679 679  \\{{code}}'T'{{/code}}|Conditional operator ("inline if")
680 680  
567 +)))(% id="operator-precedence-rules" %)
568 +(%%)
681 681  
682 -\\
570 +=== Operator precedence rules ===
683 683  
572 +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.
684 684  
685 -)))
574 +* Unary operators: +, -, not, typeof, function-style operators (highest precedence)
575 +* Power operator: ^
576 +* Multiplicative: *, /, %
577 +* Additive: +, -
578 +* Comparison: lt, le, gt, ge
579 +* Equality: ==, !=
580 +* and
581 +* or
582 +* if/then/else (lowest precedence)
686 686  
687 -(% id="operator-precedence-rules" %)
688 -
689 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) ===
690 -
691 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
692 -
693 -
694 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence)
695 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^
696 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, %
697 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, -
698 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge
699 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, !=
700 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)and
701 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)or
702 -* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence)
703 -
704 704  (% id="type-conversion" %)
705 705  
706 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) ===
586 +=== Type conversion ===
707 707  
708 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
588 +When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
709 709  
710 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
711 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type.
712 -* (% 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.
713 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type.
714 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined.
590 +* Null and something else: The null value will be interpreted as "0" of the other type.
591 +* Two non-unit integers: The result will be an integer of the largest involved type.
592 +* Two non-unit numbers, not all integers: The result will be the largest involved float type.
593 +* Non-unit and unit: The result will be the unit type.
594 +* Two different units: The types are incompatible. This is an error, the result is undefined.
715 715  
716 -(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
596 +For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
717 717  
718 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
598 +There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
719 719  
720 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
721 -* (% 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}}
600 +* {{code}}(1 + 1)f{{/code}} {{code}}2f{{/code}} {{code}}2.0{{/code}}
601 +* {{code}}(1h) m / (180deg) i{{/code}} {{code}}(3600s) m / (3.14rad) i{{/code}} {{code}}3600m / 3{{/code}} {{code}}1200m{{/code}}
722 722  
723 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
603 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
724 724  
725 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
605 +The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
726 726  
727 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
607 +Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
728 728  
729 -* (% 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}}
730 -* (% 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}}
609 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} {{code}}'One plus one is equal to 2.'{{/code}}
610 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} {{code}}'One plus one is not equal to 11.'{{/code}}
731 731  
732 -(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
612 +As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
733 733  
734 734  (% id="boolean-operators" %)
735 735  
736 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) ===
616 +=== Boolean operators ===
737 737  
738 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==):
618 +Some additional notes on Boolean operators (such as and, or, not, ==):
739 739  
620 +* Of course a Boolean operation always results in true or false (integer 1 or 0).
621 +* Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**.
622 +* != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers.
623 +* "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
624 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
625 +* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
626 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
740 740  
741 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0).
742 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %).
743 -* (% 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.
744 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
745 -** 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 $foo is not checked at all)
746 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result.
747 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
748 748  
749 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
750 750  
630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
751 751  
752 -(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%)
753 -~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting
754 -\\(%%) ==
633 +{{{==}}}
755 755  
756 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
635 +You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
757 757  
758 758  * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
759 759  * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
760 760  
761 -(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].
640 +See also the section about [[value properties>>MediaWiki.NULL]].
762 762  
763 -Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
642 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
643 +\\To get a percent character in the result string, use '%%' in the format string.
644 +\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
645 +\\**[New as of X Rebirth 4.0]**
646 +\\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number):
764 764  
765 -To get a percent character in the result string, use '%%' in the format string.
648 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
649 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
650 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
766 766  
767 -
768 -(% 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.
769 -
770 -**[New as of X Rebirth 4.0]**
771 -
772 -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):
773 -
774 -* {{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)
775 -* {{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)
776 -* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above)
777 -
778 778  Additional remarks:
779 779  
780 780  * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
781 -*  If "," is used without "." then any fractional digits are discarded.
655 +* If "," is used without "." then any fractional digits are discarded.
782 782  * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero).
783 783  
784 784  
785 785  
786 -{{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 &quot;formatted&quot; property.</span>"/}}
660 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}}
787 787  
788 788  
789 789  
790 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
664 +\\
791 791  
792 -
793 793  (% id="categorybroken_macroanchorlists" %)
794 794  
795 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) ==
668 +== Lists ==
796 796  
797 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
670 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
798 798  
799 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥.
672 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]".
800 800  
801 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}}
674 +{{info}}When accessing a 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."{{/info}}
802 802  
803 803  
804 804  
805 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.
678 +Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.
806 806  
807 -{{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
680 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
808 808  
809 -Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
682 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
810 810  
811 -If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
812 812  
813 813  
814 814  
815 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
688 +\\
816 816  
817 -
818 818  (% id="categorybroken_macroanchortables" %)
819 819  
820 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) ==
692 +== Tables ==
821 821  
822 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
694 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
823 823  
696 +Almost all values are allowed as table keys, but there are a few exceptions:
824 824  
825 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions:
698 +* Strings must start with '$', like variables
699 +* null cannot be used as table key (but the number 0 is valid)
700 +* Lists, tables, groups and buildplans cannot be used as table keys\\
826 826  
827 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables
828 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid)
829 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys
830 -\\
831 831  
832 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
833 833  
834 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table
835 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null
704 +These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
836 836  
706 +* {{code}}table[]{{/code}} ⟹ creates an empty table
707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
837 837  
838 838  
839 839  
840 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps the string '$foo' to the string 'bar'
841 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$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 keys
842 -* (% 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 '$'
843 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps 1 to an empty list and 2 to an empty table
711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} a table that maps the string '$foo' to the string 'bar'
712 +* {{code}}table[$foo = 'bar']{{/code}} exactly the same, just a shorter notation for string keys
713 +* {{code}}table[foo = 'bar']{{/code}} error, 'foo' does not start with a '$'
714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} a table that maps 1 to an empty list and 2 to an empty table\\
844 844  
845 845  
846 -(% 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).
847 847  
718 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
848 848  
849 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
720 +\\
850 850  
851 -
852 852  (% id="categorybroken_macroanchorvalue-properties" %)
853 853  
854 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) ==
724 +== Value properties ==
855 855  
856 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.
726 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used.
857 857  
858 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
728 +Numbers 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.
859 859  
860 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:
730 +You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:
861 861  
862 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42
863 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null
864 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text'
865 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3
732 +* 1 42
733 +* 2 null
734 +* 3 'text'
735 +* 'count' 3
866 866  
867 -(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.
737 +As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.
868 868  
869 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces:
739 +You can look up a property by appending a dot and the key in curly braces:
870 870  
871 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
872 -* (% 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)
873 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0
874 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) 42
741 +* {{code}}[100, 200, 300, 400].{1}{{/code}} 100 (reading the first element)
742 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 'world' (second element of the inner list, which is the third element of the outer list)
743 +* {{code}}[].{'count'}{{/code}} 0
744 +* {{code}}table[{21} = 42].{21}{{/code}} 42\\
875 875  
876 876  
877 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
878 878  
748 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
749 +
879 879  * {{code}}[42].{'count'}{{/code}}
880 880  * {{code}}$ship.{'name'}{{/code}}
881 -* {{code}}$ship.{'class'} {{/code}}
882 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}}
883 -\\
752 +* {{code}}$ship.{'class'}{{/code}}
753 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
884 884  
885 -(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent:
886 886  
756 +
757 +But it is easier just to write the property key without braces, which is equivalent:
758 +
887 887  * {{code}}[0].count{{/code}}
888 888  * {{code}}$ship.name{{/code}}
889 889  * {{code}}$ship.class{{/code}}
890 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}}
891 -\\
762 +* {{code}}table[$foo='bar'].$foo{{/code}}\\
892 892  
893 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
894 894  
895 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties:
896 896  
897 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty)
766 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
898 898  
899 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric)
768 +A list has even more properties:
900 900  
901 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} ⟹ 1
770 +**random'** returns a randomly chosen element (which requires that the list is non-empty)
902 902  
903 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible)
772 +**min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
904 904  
905 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹ 5
774 +* {{code}}[1, 6, 8].min{{/code}} 1
906 906  
907 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list
776 +**average'** returns the average (but all element types have to be compatible)
908 908  
909 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
778 +* {{code}}[1, 6, 8].average{{/code}} 5
910 910  
911 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
780 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list
912 912  
913 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
914 914  
915 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties:
784 +**clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
916 916  
917 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table
918 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys
786 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
919 919  
920 -(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
788 +A table has different properties:
921 921  
790 +* '**clone'** creates a shallow copy of the table
791 +* '**keys'** allows you to access data about the table's keys
922 922  
923 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
924 -\\
925 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$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)
926 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
793 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
927 927  
928 928  
929 929  
930 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}}
797 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
931 931  
932 932  
933 933  
934 -(% id="lookup-tests-and-suppressing-errors" %)(%%)
935 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors
936 -\\(%%) ===
801 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
802 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
937 937  
938 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
939 939  
940 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
941 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
942 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key'
943 943  
806 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}}
944 944  
945 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables:
946 946  
947 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
948 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
949 949  
950 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
810 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
951 951  
952 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
953 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
954 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
955 955  
956 -(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
813 +{{{===}}}
957 957  
815 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false:
816 +
817 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
818 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
819 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
820 +
821 +
822 +
823 +The question mark can even be applied to variables:
824 +
825 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
826 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
827 +
828 +To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
829 +
830 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
831 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
832 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
833 +
834 +As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
835 +
958 958  \\
959 959  
960 960  (% id="static-lookups" %)
961 961  
962 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) ===
840 +=== Static lookups ===
963 963  
964 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
842 +There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes.
965 965  
966 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values:
844 +Here are a few enumeration classes and corresponding example lookup values:
967 967  
968 968  (% style="margin-left: 0.0px;" %)
969 969  (((
... ... @@ -971,237 +971,249 @@
971 971  
972 972  
973 973  
974 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
975 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|
976 -(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)
977 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)
978 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)
979 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes
980 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|
981 -(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)
982 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes
983 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|
984 -(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)
985 -\\(% 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)
986 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|
987 -(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)
988 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)
989 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)
990 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes
991 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|
992 -(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)
993 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)
994 -\\(% 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]])
995 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|
996 -(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)
997 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)
998 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]
999 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|
1000 -(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)
1001 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)
1002 -\\(% 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.)
1003 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|
1004 -(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)
1005 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)
1006 -\\(% 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.)
1007 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|
1008 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)
1009 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares
1010 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|
1011 -(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)
1012 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races
1013 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|
1014 -(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)
1015 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions
852 +|Data type (= value name)|Examples|Description
853 +|class|
854 +class.ship
855 +\\class.ship_xl
856 +\\class.space
857 +\\class.weapon|Component classes
858 +|purpose|
859 +purpose.combat
860 +\\purpose.transportation|Purposes
861 +|killmethod|
862 +killmethod.hitbybullet
863 +\\killmethod.hitbymissile|Ways to die (already used before destruction)
864 +|datatype|
865 +datatype.float
866 +\\datatype.component
867 +\\datatype.class
868 +\\datatype.datatype|Script value datatypes
869 +|profile|
870 +profile.flat
871 +\\profile.increasing
872 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
873 +|cuestate|
874 +cuestate.waiting
875 +\\cuestate.active
876 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]]
877 +|level|
878 +level.easy
879 +\\level.medium
880 +\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.)
881 +|attention|
882 +attention.insector
883 +\\attention.visible
884 +\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.)
885 +|ware|
886 +ware.ore
887 +\\ware.silicon|Wares
888 +|race|
889 +race.argon
890 +\\race.boron|Races
891 +|faction|
892 +faction.player
893 +\\faction.argongovernment|Factions
1016 1016  )))
1017 1017  
1018 -{{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:
896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
1019 1019  
1020 1020  <code>typeof $value == datatype.faction</code>
1021 1021  
1022 -However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property &quot;'''isstring'''&quot; instead. For example, to check if the variable $value is a string, use the following term:
900 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term:
1023 1023  
1024 -<code>(typeof $value).isstring</code>"/}}
902 +<code>(typeof $value).isstring</code>"{{/info}}
1025 1025  
1026 -{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use.</span>"/}}
904 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}}
1027 1027  
1028 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
906 +\\
1029 1029  
1030 1030  
909 +
1031 1031  (% id="player-properties" %)
1032 1032  
1033 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) ===
912 +=== Player properties ===
1034 1034  
1035 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
914 +You can access many player-related game properties via the keyword "player":
1036 1036  
1037 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name
1038 -* (% 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
1039 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account
1040 -* (% 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
1041 -\\
1042 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board)
1043 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object
1044 -\\
1045 -* (% 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
1046 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC
916 +* player.**name**: The player's name
917 +* player.**age**: The passed in-game time since game start
918 +* player.**money**: The money in the player's account
919 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
1047 1047  
921 +
922 +
923 +* player.**primaryship**: The player's own ship (but the player is not necessarily on board)
924 +* player.**entity**: The actual player object\\
925 +
926 +
927 +
928 +* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
929 +* player.**copilot**: The co-pilot NPC
930 +
1048 1048  The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't.
932 +\\(% id="safe-properties" %)
1049 1049  
1050 -(% id="safe-properties" %)
934 +=== Safe properties ===
1051 1051  
1052 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) ===
936 +Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
1053 1053  
1054 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
938 +* exists
939 +* isoperational
940 +* iswreck
941 +* isconstruction
942 +* available
943 +* isclass.(...)
1055 1055  
1056 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists
1057 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational
1058 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck
1059 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction
1060 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)available
1061 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...)
945 +These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
1062 1062  
1063 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
947 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
1064 1064  
1065 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%)
1066 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting
1067 -\\(%%) ===
1068 1068  
1069 -(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]**
950 +{{{===}}}
1070 1070  
1071 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
952 +**[New as of X Rebirth 4.0]**
953 +\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
1072 1072  
1073 -* {{code}}$money.formatted.{'formatstring'} {{/code}}
1074 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s')
1075 -\\
955 +* {{code}}$money.formatted.{'formatstring'}{{/code}}
956 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
957 +
958 +
959 +
1076 1076  * {{code}}$time.formatted.{'formatstring'}{{/code}}
1077 -* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %) (%%) (using default format string '%T')
961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
1078 1078  
1079 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
963 +In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
1080 1080  
1081 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:
965 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\
1082 1082  
1083 1083  
968 +
1084 1084  |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.)
1085 1085  |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'.
1086 1086  |.|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)
1087 1087  |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout.
1088 1088  
1089 -(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.
974 +By default, these options are disabled.
1090 1090  
1091 -(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):
976 +More available specifiers (in addition to %s):
1092 1092  
1093 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format
1094 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format
1095 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format
1096 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format
1097 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string
1098 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign
1099 -\\
978 +* %k: Credits (truncated) in kilo format
979 +* %M: Credits (truncated) in Mega format
980 +* %G: Credits (truncated) in Giga format
981 +* %T: Credits (truncated) in Tera format
982 +* %Cr: Localised "Cr" string
983 +* %%: A % sign\\
1100 1100  
1101 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
1102 1102  
1103 1103  
1104 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}
1105 -* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'})
1106 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}}
1107 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero)
1108 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}}
987 +Examples:\\
1109 1109  
989 +
990 +
991 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
992 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
993 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
994 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
995 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
996 +
1110 1110  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
1111 1111  
1112 1112  Examples:
1113 1113  
1114 -* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}}
1115 -* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'})
1116 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31.000'{{/code}}
1117 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'0:02'{{/code}}
1001 +* {{code}}(151s).formatted.{'%T'}{{/code}} {{code}}'00:02:31'{{/code}}
1002 +* {{code}}(151s).formatted.default{{/code}} {{code}}'00:02:31'{{/code}} (same as {'%T'})
1003 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} {{code}}'00:02:31.000'{{/code}}
1004 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} {{code}}'0:02'{{/code}}
1118 1118  
1119 1119  (% id="complete-property-documentation" %)
1120 1120  
1121 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) ===
1008 +=== Complete property documentation ===
1122 1122  
1123 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.
1010 +To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.
1124 1124  
1125 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1012 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
1126 1126  
1127 1127  
1128 -{{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:
1129 1129  
1130 -* Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1131 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}}
1016 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1132 1132  
1018 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
1019 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}}
1133 1133  
1134 1134  
1135 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field:
1136 1136  
1137 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword
1138 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1139 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1140 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name
1141 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
1023 +This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field:
1142 1142  
1143 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
1025 +* Enter the beginning of a base keyword
1026 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable
1027 +* To see the properties of a base keyword or data type, enter a dot (".")
1028 +* After the dot, you can enter a property name
1029 +* You can also enter a dot (".") as first character to search globally for a property
1144 1144  
1031 +\\
1145 1145  
1146 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}}
1147 1147  
1148 1148  
1035 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}}
1149 1149  
1037 +
1038 +
1150 1150  \\
1151 1151  
1152 1152  (% id="md-refreshing-and-patching" %)
1153 1153  
1154 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) =
1043 += MD refreshing and patching =
1155 1155  
1156 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1045 +When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1157 1157  
1158 1158  \\
1159 1159  
1160 1160  (% id="details-and-restrictions" %)
1161 1161  
1162 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) ==
1051 +== Details and restrictions ==
1163 1163  
1164 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1053 +Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1165 1165  
1166 -* (% 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).
1167 -* (% 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.
1168 -* (% 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.
1169 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa.
1170 -* (% 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.)
1171 -* (% 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.
1172 -* (% 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.
1173 -* (% 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.
1174 -* (% 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).
1175 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it).
1176 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately.
1177 -* (% 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.
1178 -* (% 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.
1179 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1055 +* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1056 +* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1057 +* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1058 +* You CANNOT change a <cue> to a <library> or vice versa.
1059 +* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1060 +* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1061 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1062 +* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1063 +* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1064 +* Adding root cues enables their condition checks immediately (if the module attribute allows it).
1065 +* Adding sub-cues to active or complete cues enables their condition checks immediately.
1066 +* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1067 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1068 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1180 1180  
1181 -(% style="color: rgb(0,0,0);text-decoration: none;" %)
1070 +\\
1182 1182  
1183 1183  
1184 -{{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>"/}}
1185 1185  
1186 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}}
1074 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}}
1187 1187  
1076 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}}
1188 1188  
1189 1189  
1079 +
1190 1190  \\
1191 1191  
1192 1192  (% id="patching" %)
1193 1193  
1194 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) ==
1084 +== Patching ==
1195 1195  
1196 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.
1086 +Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading.
1197 1197  
1198 -{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1088 +{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}
1199 1199  
1200 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1090 +The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1201 1201  
1202 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances.
1092 +A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances.
1203 1203  
1204 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}}
1094 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1205 1205  
1206 1206  
1207 1207  
... ... @@ -1209,144 +1209,130 @@
1209 1209  
1210 1210  (% id="common-attribute-groups" %)
1211 1211  
1212 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) =
1102 += Common attribute groups =
1213 1213  
1214 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1104 +There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1215 1215  
1216 1216  \\
1217 1217  
1218 1218  (% id="categorybroken_macroanchorvalue-comparisons" %)
1219 1219  
1220 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) ==
1110 +== Value comparisons ==
1221 1221  
1222 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1112 +There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1223 1223  
1224 -{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1114 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}
1225 1225  
1226 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1116 +In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1227 1227  
1228 -{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1118 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}}
1229 1229  
1230 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}}
1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1231 1231  
1232 1232  
1233 1233  
1234 1234  \\
1235 1235  
1236 -(% id="categorybroken_macroanchorrandom-ranges" %)
1126 +== Random ranges ==
1237 1237  
1238 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) ==
1128 +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:
1239 1239  
1240 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1130 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}}
1241 1241  
1242 -{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1132 +To select a random element from a list, this syntax can be used:
1243 1243  
1244 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used:
1134 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}
1245 1245  
1246 -{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1136 +To get a random number within a given range, you can use min/max:
1247 1247  
1248 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max:
1138 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}
1249 1249  
1250 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1140 +min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1251 1251  
1252 -(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1142 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1253 1253  
1254 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1144 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}
1255 1255  
1256 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1146 +\\(% id="variables-and-namespaces" %)
1257 1257  
1258 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 
1148 += Variables and namespaces =
1259 1259  
1260 -(% id="variables-and-namespaces" %)
1150 +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).
1261 1261  
1262 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) =
1263 1263  
1264 -(% 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).
1153 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1265 1265  
1266 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1155 +== Creating and removing variables ==
1267 1267  
1157 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}}
1268 1268  
1269 -(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1159 +{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}}
1270 1270  
1271 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) ==
1161 +<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>.)
1272 1272  
1273 -(% 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:
1163 +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.
1274 1274  
1275 -{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1165 +{{code}}<set_value name="$foo" operation="add" />{{/code}}
1276 1276  
1277 -(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1167 +The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1278 1278  
1279 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed.
1169 +{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\
1280 1280  
1281 -{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1171 +The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1282 1282  
1283 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1173 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}
1284 1284  
1285 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1175 +This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases.
1286 1286  
1287 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1177 +Appending is easier than that. The following actions are equivalent:
1288 1288  
1289 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1179 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}
1290 1290  
1291 -(% 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.
1181 +Inserting at a position below 1 or above $list.count + 1 is not possible.
1292 1292  
1293 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent:
1183 +To remove variables or list/table entries, use <remove_value>:
1294 1294  
1295 -{{code}}&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1185 +{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1296 1296  
1297 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible.
1187 +Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1298 1298  
1299 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>:
1189 +\\\\\\(% id="accessing-remote-variables" %)
1300 1300  
1301 -{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1191 +== Accessing remote variables ==
1302 1302  
1303 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1193 +You can also read and write variables in other cues by using the variable name as property key:
1304 1304  
1305 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1195 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}
1306 1306  
1197 +Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1307 1307  
1308 -(% id="accessing-remote-variables" %)
1199 +{{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}}
1309 1309  
1310 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) ==
1201 +\\\\\\(% id="namespaces" %)
1311 1311  
1312 -(% 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:
1203 +== Namespaces ==
1313 1313  
1314 -{{code}}&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1205 +In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
1315 1315  
1316 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1207 +Consider this case:
1317 1317  
1318 -{{code}}&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1209 +{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}
1319 1319  
1320 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1211 +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.
1321 1321  
1213 +You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1322 1322  
1323 -(% id="namespaces" %)
1324 -
1325 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) ==
1326 -
1327 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1328 -
1329 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case:
1330 -
1331 -{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1332 -
1333 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1334 -
1335 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue.
1336 -
1337 1337  (% id="defining-a-cues-namespace" %)
1338 1338  
1339 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) ===
1217 +=== Defining a cue's namespace ===
1340 1340  
1341 -(% 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:
1219 +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:
1342 1342  
1343 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1344 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1345 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1221 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo
1222 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1223 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1346 1346  
1347 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1348 1348  
1226 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the 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:
1349 1349  
1350 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span>
1351 -
1352 -<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1228 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}