Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 31191.1
edited by Daniel Turner
on 2023/04/25 11:20
on 2023/04/25 11:20
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To version 32936.1
edited by Daniel Turner
on 2023/08/22 16:40
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... ... @@ -1,87 +1,65 @@ 1 - (% 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.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 +An introduction to the original MD can be found in the[[ (% style="color:#000099; 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. 3 3 4 - (%style="color:rgb(0,0,0);text-decoration: none;" %)An introductiontotheoriginalMD can be foundinthe(%%)[[(%style="color:rgb(0,0,0);text-decoration:none;"%) (%style="color:rgb(0,0,153);text-decoration:underline;" %)Egosoftforums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%style="color:rgb(0,0,0);text-decoration:none;" %). Thereisalsoa PDF guideforthe X3MissionDirector, which is partially usedas a templatefor thisdocument.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 6 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Thisdocumentisprimarilysupposedto beaguideforMDusers(peoplewhouse theMDtodevelop missionsorwrite otherMDscripts),notforMD programmers(peoplewhowork onthe MD enginein C++).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.}}} 7 7 8 -(% 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. 9 9 10 - 11 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 12 - 13 - 14 -(% id="table-of-contents" %) 15 - 16 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 17 - 18 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 19 - 20 20 {{toc/}} 21 21 22 - (%style="color: rgb(0,0,0);text-decoration:none;" %)12 += MD scripts = 23 23 14 +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. 24 24 25 - (%id="md-scripts"%)16 +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. 26 26 27 - =(% style="color:rgb(0,0,0);text-decoration:one;" %)MD scripts(%%)=18 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color:#000099; 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. 28 28 29 - (%style="color:rgb(0,0,0);text-decoration:none;" %)MDscriptsare notnecessarilymissions.AnMDfilecancontainapartof amission,multiplemissions,ornomissionat all,astheMD isusedformore thanjustmissions.20 +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. 30 30 31 -(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it’s recommended to keep file name and internal script name identical to avoid having to look up the names. 32 - 33 -(% 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. 34 - 35 -(% 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. 36 - 37 37 {{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]]). 38 38 39 39 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."/}} 40 40 26 +== Script debug output == 41 41 28 +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]]. 42 42 43 - (%id="categorybroken_macroanchorscript-debug-output"%)30 +To collect all messages in a file, start the game with the following parameters on the command line: 44 44 45 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 32 +{{code}} 33 +-logfile debuglog.txt 34 +{{/code}} 46 46 47 - (% style="color:rgb(0,0,0);text-decoration: none;" %)The gamecan print error messagesand, when enabled,alsogeneral messages. Error messagescan originatefrom thescripting system,butalsofrom othergamesub-systems.Theycanbe viewed inthe(%style="color:rgb(0,0,0);text-decoration:none;"%)in-game[[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].36 +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: 48 48 49 -(% 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: 38 +{{code}} 39 +-debug scripts 40 +{{/code}} 50 50 51 - (% style="color:rgb(0,0,0);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}-logfiledebuglog.txt{{/code}}42 +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. 52 52 53 - (%style="color: rgb(0,0,0);text-decoration:none;" %)All messages, includingenabled non-error messages, will be written intothe log file. Youcanfind it in your personalfolder, where yoursavefolderis located. Toenable scripting-specificdebug messages,add thefollowingto thecommandline:44 +The script action <debug_text> can be used to print debug messages from within a script. 54 54 55 - (% style="color:rgb(0,0,0);text-decoration:none;" %){{code}}-debugscripts{{/code}}46 += MD script structure = 56 56 57 - (%style="color:rgb(0,0,0);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%)Otherdebugfiltersotherthan "scripts"canbeenabledby repeating the-debugcommandforachfiltername,but thatis rarelyneededforscripting.48 +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. 58 58 50 +The XML root node of an MD file is called mdscript and looks like this: 59 59 60 -(% 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. 61 - 62 - 63 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 64 - 65 - 66 -(% id="md-script-structure" %) 67 - 68 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 69 - 70 -(% 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. 71 - 72 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called “mdscript” and looks like this: 73 - 74 74 {{code language="xml"}} 75 - <?xml version="1.0" encoding="utf-8"?>53 + 76 76 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 77 77 {{/code}} 78 78 79 - (% style="color: rgb(0,0,0);text-decoration: none;" %)“ScriptName”is the name used for this script regardless of the file name. It(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script’s contents easily.57 +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. 80 80 81 - (% 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:59 +The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 82 82 83 83 {{code language="xml"}} 84 - <?xml version="1.0" encoding="utf-8"?>62 + 85 85 <mdscript name="ScriptName" ...> 86 86 <cues> 87 87 <cue name="RootCue1"> [...] ... ... @@ -92,36 +92,25 @@ 92 92 </mdscript> 93 93 {{/code}} 94 94 95 - (% style="color:rgb(0,0,0);text-decoration:none;" %) 73 +== Cues == 96 96 97 - (%id="categorybroken_macroanchorcues"%)75 +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. 98 98 99 - ==(% style="color:rgb(0,0,0);text-decoration:none;" %)Cues(%%) ==77 +A cue can have the following states: 100 100 101 -(% 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. 79 +* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 80 +* **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. 81 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 102 102 103 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 104 104 105 -* **(% 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. 106 -* **(% 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. 107 -* **(% 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. 108 -\\ 109 -* **(% 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. 110 -* **(% 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. 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. 111 111 112 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 113 113 88 +{{note body="There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}} 114 114 115 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 116 -</span>"/}} 90 +This is how a cue node looks like: 117 117 118 - 119 - 120 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 121 - 122 - 123 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 124 - 125 125 {{code language="xml"}} 126 126 <cue name="CueName"> 127 127 <conditions> [...] ... ... @@ -134,23 +134,18 @@ 134 134 </cue> 135 135 {{/code}} 136 136 137 - (% 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 X3.104 +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. 138 138 139 - (% style="color:rgb(0,0,0);text-decoration:none;" %)106 +== Conditions == 140 140 108 +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. 141 141 142 - (%id="categorybroken_macroanchorconditions"%)110 +**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. 143 143 144 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Conditions(%%)==112 +**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. 145 145 146 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one ormultipleconditions, all ofwhich must be met toactivate the cue. If the node is missing, the cue will become active unconditionally. The conditions arechecked in sequence,andif a check fails, the following conditions are ignored. There are two types of conditions: Eventsand non-eventconditions.114 +Example for an event condition: 147 147 148 -**(% 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. 149 - 150 -**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix “event_” so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 151 - 152 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 153 - 154 154 {{code language="xml"}} 155 155 <conditions> 156 156 <event_object_destroyed object="$target"/> ... ... @@ -157,7 +157,7 @@ 157 157 </conditions> 158 158 {{/code}} 159 159 160 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check:122 +Example for an event condition with an additional (non-event) check: 161 161 162 162 {{code language="xml"}} 163 163 <conditions> ... ... @@ -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 two alternative events and a common additional check:131 +Example for an event condition with two alternative events and a common additional check: 170 170 171 171 {{code language="xml"}} 172 172 <conditions> ... ... @@ -181,22 +181,23 @@ 181 181 </conditions> 182 182 {{/code}} 183 183 184 - (% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below.146 +For more information about expressions and event parameters, see below. 185 185 186 -** (% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %) and(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %) canbe used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.148 +**<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. 187 187 188 - (% 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;" %).150 +If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 189 189 190 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)“(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//” and “(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//”. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 191 -\\ 192 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue’s state is changed explicitly by an external event. 152 +* 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). 193 193 194 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start – for root cues that happens at game start, otherwise after the parent cue becomes active). 195 195 196 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Examples:155 +* 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. 197 197 198 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Check conditions every5seconds,butstartcheckingonly1hour aftergame start.157 +Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start – for root cues that happens at game start, otherwise after the parent cue becomes active). 199 199 159 +Examples: 160 + 161 +Check conditions every 5 seconds, but start checking only 1 hour after game start. 162 + 200 200 {{code language="xml"}} 201 201 <cue name="Foo" checktime="1h" checkinterval="5s"> 202 202 <conditions> ... ... @@ -204,7 +204,7 @@ 204 204 </cue> 205 205 {{/code}} 206 206 207 - (% 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.170 +Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 208 208 209 209 {{code language="xml"}} 210 210 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -213,39 +213,31 @@ 213 213 </cue> 214 214 {{/code}} 215 215 216 - (% 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.179 +The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 217 217 218 -\\ 219 219 220 220 221 - 222 222 {{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."/}} 223 223 185 +== Actions == 224 224 187 +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>: 225 225 226 -\\ 227 - 228 -(% id="actions" %) 229 - 230 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 231 - 232 -(% 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>: 233 - 234 234 {{code language="xml"}} 235 235 <delay min="10s" max="30s"/> 236 236 {{/code}} 237 237 238 - (% 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:193 +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: 239 239 240 240 {{code language="xml"}} 241 241 <event_cue_completed cue="parent"/> 242 242 {{/code}} 243 243 244 - (% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue’s condition check. The state transition from active to complete will still take the <delay> node into account.199 +<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. 245 245 246 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %) toperform all the contained sub-node actions, and(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %) toperform only one of them. <do_all> is particularly useful when nested in a <do_any>.201 +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>. 247 247 248 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly:203 +Example, which selects one of the three texts randomly: 249 249 250 250 {{code language="xml"}} 251 251 <actions> ... ... @@ -259,35 +259,28 @@ 259 259 260 260 261 261 262 -{{note body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the“scripts”debug filter is enabled, see [[NULL|Script debug output]].</span>"/}}217 +{{note body="Messages printed with <debug_text> are usually only visible when the scripts debug filter is enabled, see [[NULL|Script debug output]]."/}} 263 263 264 264 265 265 266 - (% 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 1.221 +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. 267 267 268 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %),which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %) canbe used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.223 +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. 269 269 270 -** (% 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.225 +**<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. 271 271 272 - (% 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.227 +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. 273 273 274 - (% style="color:rgb(0,0,0);text-decoration: none;"%)229 += Libraries = 275 275 231 +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. 276 276 277 - (%style="color: rgb(0,0,0);text-decoration:none;"%) 233 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}} 278 278 279 -(% id="libraries" %) 280 280 281 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 282 282 283 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Librariesarecueswhicharenotcreateddirectlybutonly serveas templatesfor otherues.Thisallowsformodularisation,so youcan re-uselibrarycuesinmanydifferentmissions.237 +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: 284 284 285 -{{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>"/}} 286 - 287 - 288 - 289 -(% 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: 290 - 291 291 {{code language="xml"}} 292 292 <library name="LibFoo" checktime="1h" checkinterval="5s"> 293 293 <conditions> ... ... @@ -295,25 +295,25 @@ 295 295 </library> 296 296 {{/code}} 297 297 298 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, it’s basically just a cue that doesn’t do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.246 +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. 299 299 300 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref:248 +To use a library, use the attribute ref: 301 301 302 302 {{code language="xml"}} 303 303 <cue name="Foo" ref="LibFoo"/> 304 304 {{/code}} 305 305 306 - (% 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:254 +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: 307 307 308 308 {{code language="xml"}} 309 309 <cue name="Foo" ref="md.ScriptName.LibFoo"/> 310 310 {{/code}} 311 311 312 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%))260 +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.) 313 313 314 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!262 +Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 315 315 316 - (% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:264 +In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 317 317 318 318 {{code language="xml"}} 319 319 <cue name="Foo" ref="LibFoo"/> ... ... @@ -341,22 +341,20 @@ 341 341 342 342 343 343 344 - (% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you don’t have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.292 +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. 345 345 346 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Notes:294 +Notes: 347 347 348 -* (% 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).349 -* (% 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!350 -** (% 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.296 +* 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). 297 +* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 298 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 351 351 352 - (%id="library-parameters"%)300 +== Library Parameters == 353 353 354 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)LibraryParameters(%%) ==302 +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. 355 355 356 - (% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised,so that it can be adapted to the needs of a missions that uses it. You can definerequiredand/or optional parametersfor a library, and it will bevalidatedatload time that the user of the library hasprovided all required parameters.304 +Parameters are defined like this: 357 357 358 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 359 - 360 360 {{code language="xml"}} 361 361 <library name="Lib" onfail="cancel"> 362 362 <params> ... ... @@ -368,7 +368,7 @@ 368 368 </library> 369 369 {{/code}} 370 370 371 - (% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise it’s required. When providing the actual parameters in a referencing cue, note that there is no <params> node:317 +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: 372 372 373 373 {{code language="xml"}} 374 374 <cue name="Foo" ref="Lib"> ... ... @@ -377,7 +377,7 @@ 377 377 </cue> 378 378 {{/code}} 379 379 380 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ prefix. In the example above, the variables $foo, $bar, and $baz would be created.326 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 381 381 382 382 {{code language="xml"}} 383 383 <library name="Lib"> ... ... @@ -390,277 +390,223 @@ 390 390 </library> 391 391 {{/code}} 392 392 393 - (% 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.339 +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. 394 394 395 - (%style="color: rgb(0,0,0);text-decoration:none;" %)341 += Instantiation = 396 396 343 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color:#000000; text-decoration:underline" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 344 +\\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. 345 +\\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. 397 397 398 - (%style="color: rgb(0,0,0);text-decoration:none;"%) 347 +== Cleaning up instances explicitly == 399 399 400 -( %id="instantiation"%)349 +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. 401 401 402 -= (%style="color:rgb(0,0,0);text-decoration:none;"%)Instantiation(%%)=351 +{{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."/}} 403 403 404 - (% 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 youset it to true, thischanges whathappens when a cue's conditionsare 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, thecue'sactions 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.353 +== Access to instances == 405 405 406 -(% 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. 407 407 408 -(% 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. 409 409 410 - (% style="color:rgb(0,0,0);text-decoration: none;"%)357 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}} 411 411 412 412 413 -(% id="cleaning-up-instances-explicitly" %) 414 414 415 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Cleaningupinstances explicitly(%%)==361 +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. 416 416 417 - (% style="color: rgb(0,0,0);text-decoration:none;"%)Cancellinga cuewith (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %) also cancelsall itssub-cues, and cancelling a static cue stops itfrominstantiatingmorecues- butit doesnotcancelitsinstances.Resettingacuewith (%%)**(% style="color:rgb(0,0,0);text-decoration:none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration:none;"%) resetsbothsub-cues andinstantiatedcues,but has the(desired)side effectthat conditioncheckswillstart againiftheparent cue’sstate allows it. Evenasub-instancethat has beenreset can returntothe(%%)//(% style="color: rgb(0,0,0);text-decoration:none;" %)waiting//state.Resettingan instantiatedcuewill stop itforever,becauseit isnot supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cueis). Resetting will alsoinducethe clean-upreliably, but keep inmindthatthis is not the case for instancesub-cues.363 +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. 418 418 419 - {{info body="<span style=~"color: rgb(0,0,0);text-decoration:none;~"><cancel_cue>and <reset_cue>onlytake effect afterall remaining actions of the currentcue areperformed. Soyou canvensafelycancelthecuethat you are currentlyin (keyword “</span>'''<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~">this</span>'''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">”) or anyancestorcue,and stillperformreactionsafterwards.</span>"/}}365 +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. 420 420 367 +Example chart: 421 421 369 +[[~[~[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]] 422 422 423 -( %id="access-to-instances"%)371 +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. 424 424 425 - == (% style="color:rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) ==373 +Example situations: 426 426 375 +* In the static tree: Cue names in expressions are always resolved to the static cues. 376 +* In the inst-2 tree: SubBar in an expression will be resolved to SubBar (inst 2). 377 +* 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. 378 +* In the inst-2a tree: SubBaz in an expression will be resolved to SubBaz (inst 2a) 379 +* In the inst-2a tree: Bar in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 380 +* 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. 427 427 382 +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. 428 428 429 - {{notebody="<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">Thissub-sectionrequiresbasicknowledgeof[[NULL|script expressions]].</span>"/}}384 +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. 430 430 386 +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).** 431 431 388 +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.) 432 432 433 - (% 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 expressionto reference that cue. However, you should be aware of the pitfalls that are accompanied by this.390 +== Pitfalls == 434 434 435 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When you usea cue name fromthe same script inan expression, itwillalwaysberesolved to somecue - usually a staticcue, even if it isstill inhe disabled state, butit can alsobe aninstance,if it is“related”to thecurrentone.392 +Some additional common pitfalls with respect to instantiation are listed here. There may be more. 436 436 437 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Relatedmeanshathiscue and thereferenced cuehaveacommonancestor instance,andthe referencedcueisadirect(non-instantiated)descendant ofthatcommonancestor.394 +* **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: 438 438 439 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 396 +(% style="color:#0000ff; text-decoration:none" %){{code}}<debug_text text="static.$foo"/>{{/code}} 397 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 398 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 440 440 441 -(% 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]] 400 +* **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. 401 +* **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. 442 442 403 += Expressions = 443 443 444 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Thischartrepresentsa scriptof 5 cues: Foo,Bar,SubBar, Baz andSubBaz. Continuousarrows denoteparent-child relationship. Foo andBazareinstantiatingcues(highlightedwithredborder). The static cuesalwaysexist, althoughstatic childrenof instantiatingcuescanneverbecomeactive. Instancesonlyexistas longastheyareneeded.405 +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:** 445 445 446 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 407 +* {{code}}0{{/code}} (integer number) 408 +* {{code}}0772{{/code}} (leading 0 means octal integer number) 409 +* {{code}}3.14159{{/code}} (floating point number) 410 +* {{code}}5e12{{/code}} (float in exponent notation, times ten to the power of) 411 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number) 447 447 448 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 449 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: “SubBar” in an expression will be resolved to SubBar (inst 2). 450 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: “SubBar” in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 451 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: “SubBaz” in an expression will be resolved to SubBaz (inst 2a) 452 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: “Bar” in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 453 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: “SubBaz” in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 454 454 455 - (% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can usethecue property(%%)**(% style="color: rgb(0,0,0);text-decoration: none;"%)static(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %) to accessthe static cuethat instantiateda cue. This does not workfor sub-cuesof othercues, and the resultisnotnecessarilya real static cue! In theexampleabove,itwould onlywork for cueswithadottedarrow pointingatthem,andis resolved to the source ofthearrow.Inothercasesthesult is null.414 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}} 456 456 457 -(% 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. 458 458 459 -(% 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).(%%)** 460 460 461 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You canstore cue referencesin variables. Butwhenstoringaninstancecue in a variable, and later accessingthat variable, be aware that the instance maynot exist any more. Use theproperty (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)to checkif an instance is still alive. (In contrast, non-instancecues always exist, but may be inthe (%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)disabled//or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled//state.)418 +You can write string literals by putting the string in single quotes: 462 462 463 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 464 - 465 - 466 -(% id="pitfalls" %) 467 - 468 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 469 - 470 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 471 - 472 -* **(% 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: 473 -\\{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 474 -\\(% 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: 475 -\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 476 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don’t exist any more - it simply doesn’t work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won’t be removed until they are cancelled. In some other cases you simply don’t know and have to check if the instance is already (or still) there. 477 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn’t exist under other circumstances. 478 - 479 -(% style="color: rgb(0,0,0);text-decoration: none;" %)  480 - 481 -(% id="categorybroken_macroanchorexpressions" %) 482 - 483 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 484 - 485 -(% 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;" %) 486 - 487 - 488 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 489 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 490 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 491 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, “times ten to the power of”) 492 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 493 - 494 - 495 - 496 -{{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>"/}} 497 - 498 - 499 - 500 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 501 - 502 502 * {{code}}'Hello world'{{/code}} 503 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)421 +* {{code}}''{{/code}} (empty string) 504 504 * {{code}}'String with a line break\n'{{/code}} 505 505 506 506 425 +{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you’ll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}} 507 507 508 - {{note body="<span style=~"color:rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">< > " &</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), you’ll have to escapethem as </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;~"> respectively. The backslash'''\''' canbe usedinstringsfor 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>'''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}}427 +== Numeric data types and suffixes == 509 509 429 +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: 510 510 431 +* {{code}}5000000000L{{/code}} (large integer) 432 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 433 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 434 +* {{code}}500m{{/code}} (Length in metres) 435 +* {{code}}10s{{/code}} (Time in seconds) 436 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 511 511 512 - (%style="color:rgb(0,0,0);text-decoration:none;" %)438 +A space between number and suffix is allowed. 513 513 440 +Here is the complete list of numeric data types and corresponding unit suffixes: 514 514 515 -(% id="numeric-data-types-and-suffixes" %) 516 - 517 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 518 - 519 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like “money” or “time” which can only be expressed by using an appropriate unit suffix: 520 - 521 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 522 -* (% 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) 523 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 524 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 525 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 526 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 527 - 528 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 529 - 530 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 531 - 532 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 533 - 534 - 535 535 (% style="margin-left: 0.0px;" %) 536 536 ((( 537 -\\ 538 - 539 - 540 - 541 -|(%%)(% 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 542 -|(%%)(% 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. 543 -|(%%)(% 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. 544 -|(%%)(% 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. 545 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 546 -(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 547 -\\(% 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. 548 -|(%%)(% 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). 549 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 550 -\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 551 -\\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. 552 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 553 -(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 554 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 555 -(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 556 -\\(% 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. 557 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 558 -(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 559 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 560 -(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 561 -\\(% 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. 562 -|(%%)(% 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 563 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 564 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 565 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 566 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 567 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 568 -(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 569 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 570 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 571 -\\(% 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. 444 +|Data type|Suffix|Examples|Description 445 +|null|(none)|null|Converted to non-null data type of value 0 when needed. 446 +|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 447 +|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 448 +|float|f| 449 +3.14 450 +\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 451 +|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 452 +|money|ct (default) 453 +\\Cr|200Cr 454 +\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 455 +|length| 456 +m (default) 457 +\\km| 458 +500m 459 +\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 460 +|angle| 461 +rad (default) 462 +\\deg| 463 +90deg 464 +\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 465 +|hitpoints|hp|100hp|Hit points 466 +|time| 467 +ms 468 +\\s (default) 469 +\\min 470 +\\h| 471 +800ms 472 +\\1.5s 473 +\\10min 474 +\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 572 572 ))) 573 573 574 -{{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>"/}}477 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}} 575 575 576 - \\479 +== Operators == 577 577 481 +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 578 578 579 - 580 -(% id="categorybroken_macroanchoroperators" %) 581 - 582 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 583 - 584 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported: 585 - 586 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 587 - 588 - 589 589 (% style="margin-left: 0.0px;" %) 590 590 ((( 591 -\\ 592 - 593 - 594 - 595 -|(%%)(% 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 596 -|(%%)(% 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 597 -|(%%)(% 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 598 -|(%%)(% 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 599 -|(%%)(% 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) 600 -|(%%)(% 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 601 -|(%%)(% 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 485 +|Operator / Delimiter / Constant|Type|Example|Result of example|Description 486 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 487 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 488 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 489 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg) 490 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 491 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 602 602 |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 603 -| (%%)(% 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 TextDB493 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 604 604 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 605 -| (%%)(% 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)606 -| (%%)(% 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 number607 -| (%%)(% 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 otherwise608 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|495 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 496 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 497 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 498 +|typeof|unary| 609 609 {{code}}typeof null{{/code}} 610 610 \\{{code}}typeof 0{{/code}} 611 611 \\{{code}}typeof 'Hello world'{{/code}}| 612 612 {{code}}datatype.null{{/code}} 613 613 \\{{code}}datatype.integer{{/code}} 614 -\\{{code}}datatype.string{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]615 -| (%%)(%style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|504 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 505 +|sin|unary| 616 616 {{code}}sin(30deg){{/code}} 617 617 \\{{code}}sin(pi){{/code}}| 618 618 {{code}}0.5{{/code}} 619 -\\{{code}}1.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)620 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|509 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 510 +|cos|unary| 621 621 {{code}}cos(60deg){{/code}} 622 622 \\{{code}}cos(pi){{/code}}| 623 623 {{code}}0.5{{/code}} 624 -\\{{code}}0.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)625 -| (%%)(%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)626 -| (%%)(% 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)627 -| (%%)(% 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)628 -| (%%)(% 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;" %)Power629 -| (%%)(% 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;" %)Multiplication630 -| (%%)(% 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;" %)Division631 -| (%%)(% 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)632 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|514 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 515 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 516 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 517 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 518 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 519 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 520 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 521 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 522 +|+|binary| 633 633 {{code}}1 + 1{{/code}} 634 634 \\{{code}}'Hello' + ' world'{{/code}}| 635 635 {{code}}2{{/code}} 636 636 \\{{code}}'Hello world'{{/code}}| 637 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)638 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation639 -| (%%)(% 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;" %)Subtraction527 +Addition 528 +\\String concatenation 529 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 640 640 | 641 - (% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)642 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|531 +lt 532 +\\< (<)|binary| 643 643 {{code}}1 lt 3{{/code}} 644 -\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than534 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 645 645 | 646 - (% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)647 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|536 +le 537 +\\<=|binary| 648 648 {{code}}1 le 3{{/code}} 649 -\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to539 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 650 650 | 651 - (% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)652 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|541 +gt 542 +\\> (>)|binary| 653 653 {{code}}1 gt 3{{/code}} 654 -\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than544 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 655 655 | 656 - (% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)657 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|546 +ge 547 +\\>=|binary| 658 658 {{code}}1 ge 3{{/code}} 659 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 660 -|(%%)(% 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 661 -|(%%)(% 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 662 -|(%%)(% 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) 663 -|(%%)(% 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) 549 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 550 +|((( 551 += = 552 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 553 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 554 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 555 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 664 664 | 665 665 if ... then ... 666 666 \\if ... then ... else ...|ternary| ... ... @@ -668,133 +668,111 @@ 668 668 \\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 669 669 {{code}}null{{/code}} 670 670 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 671 - 672 - 673 -\\ 674 - 675 - 676 676 ))) 677 677 678 -(% id="operator-precedence-rules" %) 679 679 680 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%)===566 +=== Operator precedence rules === 681 681 682 - (% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.568 +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. 683 683 570 +* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 571 +* Power operator: ^ 572 +* Multiplicative: *, /, % 573 +* Additive: +, - 574 +* Comparison: lt, le, gt, ge 575 +* Equality: ==, != 576 +* and 577 +* or 578 +* if/then/else (lowest precedence) 684 684 685 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 686 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 687 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 688 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 689 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 690 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 691 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 692 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 693 -* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 694 694 695 - (% id="type-conversion"%)581 +=== Type conversion === 696 696 697 - ===(%style="color:rgb(0,0,0);text-decoration:none;"%)Typeconversion(%%)===583 +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: 698 698 699 -(% 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: 585 +* Null and something else: The null value will be interpreted as 0 of the other type. 586 +* Two non-unit integers: The result will be an integer of the largest involved type. 587 +* Two non-unit numbers, not all integers: The result will be the largest involved float type. 588 +* Non-unit and unit: The result will be the unit type. 589 +* Two different units: The types are incompatible. This is an error, the result is undefined. 700 700 701 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as “0” of the other type. 702 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 703 -* (% 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. 704 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 705 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 591 +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. 706 706 707 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Formultiplicationanddivision,thismaynot be intuitive inallcases:Dividingalengthby anotherlengthresultsina length-so ifyou wanttohaveasimplefloatasasult,you will have to convertit manually.593 +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: 708 708 709 -(% 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: 595 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 596 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 710 710 711 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 712 -* (% 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}} 598 +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.) 713 713 714 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Whenconverting tonon-defaultunittype, thismeansyouinterpretthenumberasin thegivenunits: “{{code}}(1km + 500m)h{{/code}}”meansthatyouinterpret1500mas1500 hours,soheresultingvaluewillbe1500x3600seconds.(As statedabove,thedefaultunitfor a lengthismetres.)600 +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. 715 715 716 - (% style="color:rgb(0,0,0);text-decoration:none;"%)The division operation willbeanintegerdivision(roundingtowards zero)ifboth operands are integers(see the example inthe tableabove).Soif you want togetafloating pointresult, youhavetomakesurethatatleastoneoftheoperands isafloatingpointtype.602 +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: 717 717 718 -(% 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: 604 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 605 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 719 719 720 -* (% 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}} 721 -* (% 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}} 607 +As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 722 722 723 -(% 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. 724 724 725 - (% id="boolean-operators"%)610 +=== Boolean operators === 726 726 727 - === (% style="color: rgb(0,0,0);text-decoration:none;"%)Boolean operators(%%)===612 +Some additional notes on Boolean operators (such as and, or, not, ==): 728 728 729 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 614 +* Of course a Boolean operation always results in true or false (integer 1 or 0). 615 +* 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**. 616 +* != 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. 617 +* 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 618 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 619 +* 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. 620 +* <, <=, >, >= 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. 730 730 731 731 732 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 733 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for “and”. They will be interpreted as “true” if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). 734 -* (% 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. 735 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)“and” and “or” use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 736 -** 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 $foo is not checked at all) 737 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 738 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 623 +== Strings and formatting == 739 739 740 - (%style="color:rgb(0,0,0);text-decoration:none;"%)625 +You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 741 741 742 - 743 -(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 744 -~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 745 -\\(%%) == 746 - 747 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 748 - 749 749 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 750 750 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 751 751 752 - (% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].630 +See also the section about [[value properties>>MediaWiki.NULL]]. 753 753 754 754 Instead of ‘%1 %2 %3’, you can also use ‘%s %s %s’, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 633 +\\To get a percent character in the result string, use '%%' in the format string. 634 +\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 635 +\\**[New as of X Rebirth 4.0]** 636 +\\ 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): 755 755 756 -To get a percent character in the result string, use '%%' in the format string. 638 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 639 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 640 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 757 757 758 - 759 -(% 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. 760 - 761 -**[New as of X Rebirth 4.0]** 762 - 763 -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 - 765 -* {{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) 766 -* {{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) 767 -* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 768 - 769 769 Additional remarks: 770 770 771 771 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 772 -*  If "," is used without "." then any fractional digits are discarded.645 +* If "," is used without "." then any fractional digits are discarded. 773 773 * "." 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). 774 774 775 775 649 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 776 776 777 -{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.</span>"/}} 778 778 779 779 780 780 781 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 782 782 783 783 784 - (%id="categorybroken_macroanchorlists"%)656 +== Lists == 785 785 786 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Lists(%%)==658 +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]]. 787 787 788 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Anotherexamplefor a non-numericvalueis:Itis anorderedcollection of otherarbitrary values(called arrayor vectorinotherlanguages).Itcanbe constructed withinan expressionusingthe[[~[~]syntax>>MediaWiki.NULL]].Itmayalsobegeneratedbyspecialactions andconditions,andthereareactionsthatcan[[insertorremovevalues>>MediaWiki.NULL]].660 +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 [ ]. 789 789 790 - (% style="color:rgb(0,0,0);text-decoration:none;" %)A list cancontainvaluesof arbitrary data types,evenmixed in thesamelist-soalistcan actually containotherlists.However, someofthethingsthat youcando withlistsrequirethat all containedelementsare ofa certain type. The contentsofa list canbeaccessedvia properties,see the sectionabout[[valueproperties>>MediaWiki.NULL]]. Lists canbe empty, theseare written“[ ]”.662 +{{note body="When accessing a list’s elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}} 791 791 792 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a list’s elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}} 793 793 794 794 666 +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. 795 795 796 -(% 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. 797 - 798 798 {{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 799 799 800 800 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> ... ... @@ -803,207 +803,196 @@ 803 803 804 804 805 805 806 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 807 807 808 808 809 -(% id="categorybroken_macroanchortables" %) 810 810 811 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%)==679 +== Tables == 812 812 813 - (% 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.681 +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. 814 814 683 +Almost all values are allowed as table keys, but there are a few exceptions: 815 815 816 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 685 +* Strings must start with '$', like variables 686 +* null cannot be used as table key (but the number 0 is valid) 687 +* Lists, tables, groups and buildplans cannot be used as table keys 817 817 818 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 819 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 820 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 821 -\\ 822 822 823 - (% 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:690 +These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 824 824 825 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%)creates an empty table826 -* (% 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 null692 +* {{code}}table[]{{/code}} ⟹ creates an empty table 693 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 827 827 828 828 696 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 697 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 698 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 699 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 829 829 830 830 831 -* (% 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' 832 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) exactly the same, just a shorter notation(%%) for string keys 833 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) error, 'foo' does not start with a '$' 834 -* (% 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 702 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 703 + 835 835 836 836 837 -(% 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). 838 838 707 +== Value properties == 839 839 840 - (%style="color:rgb(0,0,0);text-decoration:none;"%)709 +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. 841 841 711 +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. 842 842 843 - (%id="categorybroken_macroanchorvalue-properties"%)713 +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: 844 844 845 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 715 +* 1 ⟹ 42 716 +* 2 ⟹ null 717 +* 3 ⟹ 'text' 718 +* 'count' ⟹ 3 846 846 847 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Propertiesareacrucial conceptin scriptexpressions.Intheprevioussectionsyou haveseen mostly constant expressions,whichare alreadyevaluated when they areparsedatgameart. For reading and writingvariablesandevaluating thegame’s state,propertiesareused.720 +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. 848 848 849 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Numbersdon’t haveanyproperties.Lists,for example, have quite a few of them: You can accessthe numberof elements;andeachlementis also a propertyof the list. A ship canhave propertieslikeits name, the shipclass, its positionetc.722 +You can look up a property by appending a dot and the key in curly braces: 850 850 851 -(% 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: 724 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 725 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 726 +* {{code}}[].{'count'}{{/code}} ⟹ 0 727 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42 852 852 853 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42 854 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null 855 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text' 856 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3 857 857 858 - (%style="color:rgb(0,0,0);text-decoration: none;" %)Asyou can see,aproperty keycanbeanumberor astring.Actuallythereisnorestriction regardingthedatatype of thekey.730 +In most cases the property key is a fixed string, like name or class. You can write this like above: 859 859 860 -(% 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: 861 - 862 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 863 -* (% 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) 864 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0 865 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) 42 866 - 867 - 868 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 869 - 870 870 * {{code}}[42].{'count'}{{/code}} 871 871 * {{code}}$ship.{'name'}{{/code}} 872 -* {{code}}$ship.{'class'} {{/code}} 873 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 874 -\\ 734 +* {{code}}$ship.{'class'} {{/code}} 735 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}} 875 875 876 -(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 877 877 738 +But it is easier just to write the property key without braces, which is equivalent: 739 + 878 878 * {{code}}[0].count{{/code}} 879 879 * {{code}}$ship.name{{/code}} 880 880 * {{code}}$ship.class{{/code}} 881 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 882 -\\ 743 +* {{code}}table[$foo='bar'].$foo{{/code}} 883 883 884 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a “$”, so they cannot be confused with keywords.) 885 885 886 -( %style="color:rgb(0,0,0);text-decoration:none;"%)Avenmoreproperties:746 +(In this case, $ship is a variable. All variables start with a $, so they cannot be confused with keywords.) 887 887 888 - (%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;" %)'returnsarandomly chosen element (whichrequiresthat the list is non-empty)748 +A list has even more properties: 889 889 890 - (% 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;" %)'returnthe minimum or maximum (all elementshave tobenumeric)750 +**random'** returns a randomly chosen element (which requires that the list is non-empty) 891 891 892 -* (%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}[1,6, 8].min{{/code}} ⟹ 1752 +**min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 893 893 894 - (%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)754 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 895 895 896 -* (%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}[1, 6, 8].average{{/code}} ⟹ 5756 +**average'** returns the average (but all element types have to be compatible) 897 897 898 - (% 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 byanotherproperty,and theindex of the first occurenceof that keyin the list is returned, or 0 if it’snot in the list758 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 899 899 900 -* (%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}[1,6,8].indexof.{8}{{/code}}⟹3760 +**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 901 901 902 - (% 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 containedaselements in the list are notcopied, only thereferenceto them)762 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 903 903 904 -* (%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}[1,6,8].clone{{/code}}⟹{{code}}[1,6,8]{{/code}}764 +**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) 905 905 906 - (%style="color: rgb(0,0,0);text-decoration: none;"%)Atablehasdifferent properties:766 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 907 907 908 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 909 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 768 +A table has different properties: 910 910 911 -(% 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: 770 +* '**clone'** creates a shallow copy of the table 771 +* '**keys'** allows you to access data about the table's keys 912 912 773 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 913 913 914 -* (% 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) 915 -\\ 916 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 917 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 918 918 919 919 777 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 920 920 921 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}} 922 922 780 +* {{code}}$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) 781 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 923 923 924 924 925 -(% id="lookup-tests-and-suppressing-errors" %)(%%) 926 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 927 -\\(%%) === 784 +{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}} 928 928 929 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark “?” to the lookup, which yields true or false: 930 930 931 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 932 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 933 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key' 934 934 788 +=== Lookup tests and suppressing errors === 935 935 936 - (%style="color:rgb(0,0,0);text-decoration:none;"%)The question markcanevenbeapplied tovariables:790 +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: 937 937 938 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 939 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 792 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 793 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 794 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 940 940 941 -(% 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 “@” as prefix: 942 942 943 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 944 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 945 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 797 +The question mark can even be applied to variables: 946 946 947 -(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 799 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 800 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 948 948 949 - \\802 +To look up the value of a property although it may not exist, you can use the at-sign @ as prefix: 950 950 951 -(% id="static-lookups" %) 804 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 805 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 806 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 952 952 953 - ===(%style="color:rgb(0,0,0);text-decoration:none;"%)Staticlookups(%%)===808 +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. 954 954 955 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the “class” data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type “class”, there is a value “class” that can be used to access the classes. 956 956 957 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 958 958 812 +=== Static lookups === 813 + 814 +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. 815 + 816 +Here are a few enumeration classes and corresponding example lookup values: 817 + 959 959 (% style="margin-left: 0.0px;" %) 960 960 ((( 961 - \\820 + 962 962 963 963 964 964 965 -| (%%)(% 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;" %)Description966 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|967 - (% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)968 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)969 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)970 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes971 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|972 - (% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)973 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes974 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|975 - (% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)976 -\\ (% 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)977 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|978 - (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)979 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)980 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)981 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes982 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|983 - (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)984 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)985 -\\ (% 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]])986 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|987 - (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)988 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)989 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]990 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|991 - (% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)992 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)993 -\\ (% 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.)994 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|995 - (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)996 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)997 -\\ (% 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.)998 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|999 - (% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)1000 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares1001 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|1002 - (% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)1003 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races1004 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|1005 - (% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)1006 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions824 +|Data type (= value name)|Examples|Description 825 +|class| 826 +class.ship 827 +\\class.ship_xl 828 +\\class.space 829 +\\class.weapon|Component classes 830 +|purpose| 831 +purpose.combat 832 +\\purpose.transportation|Purposes 833 +|killmethod| 834 +killmethod.hitbybullet 835 +\\killmethod.hitbymissile|Ways to die (already used before destruction) 836 +|datatype| 837 +datatype.float 838 +\\datatype.component 839 +\\datatype.class 840 +\\datatype.datatype|Script value datatypes 841 +|profile| 842 +profile.flat 843 +\\profile.increasing 844 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 845 +|cuestate| 846 +cuestate.waiting 847 +\\cuestate.active 848 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 849 +|level| 850 +level.easy 851 +\\level.medium 852 +\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 853 +|attention| 854 +attention.insector 855 +\\attention.visible 856 +\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 857 +|ware| 858 +ware.ore 859 +\\ware.silicon|Wares 860 +|race| 861 +race.argon 862 +\\race.boron|Races 863 +|faction| 864 +faction.player 865 +\\faction.argongovernment|Factions 1007 1007 ))) 1008 1008 1009 1009 {{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: ... ... @@ -1014,108 +1014,109 @@ 1014 1014 1015 1015 <code>(typeof $value).isstring</code>"/}} 1016 1016 1017 -{{info body=" <span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype“tag”with the lookup name“tag”- however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like“tag.mision”instead of“tag.mission”, there won’t be an error because any name is valid for a tag, and the tag“mision”is created on its first use.</span>"/}}876 +{{info body="There is also the datatype tag with the lookup name tag - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like tag.mision instead of tag.mission, there won’t be an error because any name is valid for a tag, and the tag mision is created on its first use."/}} 1018 1018 1019 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 1020 1020 1021 1021 1022 -(% id="player-properties" %) 1023 1023 1024 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 1025 1025 1026 - (% style="color:rgb(0,0,0);text-decoration: none;" %)You can access many player-relatedgamepropertiesvia the keyword “player”:882 +=== Player properties === 1027 1027 1028 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The player’s name 1029 -* (% 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 1030 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the player’s account 1031 -* (% 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 1032 -\\ 1033 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1034 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 1035 -\\ 1036 -* (% 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 1037 -* (% 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 884 +You can access many player-related game properties via the keyword player: 1038 1038 886 +* player.**name**: The player’s name 887 +* player.**age**: The passed in-game time since game start 888 +* player.**money**: The money in the player’s account 889 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 890 + 891 + 892 +* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 893 +* player.**entity**: The actual player object 894 + 895 + 896 +* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 897 +* player.**copilot**: The co-pilot NPC 898 + 1039 1039 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. 900 + 1040 1040 1041 - (% id="safe-properties"%)902 +=== Safe properties === 1042 1042 1043 - === (%style="color:rgb(0,0,0);text-decoration:none;"%)Safeproperties(%%) ===904 +Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 1044 1044 1045 -(% 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: 906 +* exists 907 +* isoperational 908 +* iswreck 909 +* isconstruction 910 +* available 911 +* isclass.(...) 1046 1046 1047 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1048 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1049 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1050 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1051 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1052 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 913 +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. 1053 1053 1054 -(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 1055 1055 1056 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1057 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1058 -\\(%%) === 916 +=== Money and time formatting === 1059 1059 1060 -(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 918 +**[New as of X Rebirth 4.0]** 919 +\\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. 1061 1061 1062 -(% 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. 921 +* {{code}}$money.formatted.{'formatstring'} {{/code}} 922 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s') 1063 1063 1064 -* {{code}}$money.formatted.{'formatstring'} {{/code}} 1065 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1066 -\\ 924 + 1067 1067 * {{code}}$time.formatted.{'formatstring'}{{/code}} 1068 -* {{code}}$time.formatted.default{{/code}} (%style="color:rgb(0,0,0);text-decoration: none;" %) (%%) (using default format string '%T')926 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 1069 1069 1070 - (% 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.928 +In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1071 1071 1072 - (% 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:930 +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: 1073 1073 1074 1074 933 + 1075 1075 |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.) 1076 1076 |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'. 1077 1077 |.|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) 1078 1078 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 1079 1079 1080 - (% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.939 +By default, these options are disabled. 1081 1081 1082 - (% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):941 +More available specifiers (in addition to %s): 1083 1083 1084 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1085 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1086 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1087 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1088 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1089 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1090 -\\ 943 +* %k: Credits (truncated) in kilo format 944 +* %M: Credits (truncated) in Mega format 945 +* %G: Credits (truncated) in Giga format 946 +* %T: Credits (truncated) in Tera format 947 +* %Cr: Localised "Cr" string 948 +* %%: A % sign 1091 1091 1092 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 1093 1093 951 +Examples: 1094 1094 1095 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}} 1096 -* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1097 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}} 1098 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1099 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}} 1100 1100 954 + 955 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 956 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 957 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 958 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 959 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 960 + 1101 1101 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1102 1102 1103 1103 Examples: 1104 1104 1105 -* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'00:02:31'{{/code}}1106 -* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'00:02:31'{{/code}} (same as {'%T'})1107 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'00:02:31.000'{{/code}}1108 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%){{code}}'0:02'{{/code}}965 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 966 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 967 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 968 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1109 1109 1110 -(% id="complete-property-documentation" %) 1111 1111 1112 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%)===971 +=== Complete property documentation === 1113 1113 1114 - (% 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.973 +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. 1115 1115 1116 - (% 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.975 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1117 1117 1118 1118 978 + 1119 1119 {{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: 1120 1120 1121 1121 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". ... ... @@ -1123,221 +1123,235 @@ 1123 1123 1124 1124 1125 1125 1126 - (% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported“base keywords”and properties. To filter in this list, you can enter an expression in the text field:986 +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: 1127 1127 1128 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword1129 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g.“$ship”), as if it were a variable1130 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (“.”)1131 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name1132 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (“.”) as first character to search globally for a property988 +* Enter the beginning of a base keyword 989 +* Enter $ followed by the data type you are looking for (e.g. $ship), as if it were a variable 990 +* To see the properties of a base keyword or data type, enter a dot (.) 991 +* After the dot, you can enter a property name 992 +* You can also enter a dot (.) as first character to search globally for a property 1133 1133 1134 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 1135 1135 1136 1136 1137 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype “component”, but have different properties based on their component class.</span>"/}} 1138 1138 997 +{{note body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype component, but have different properties based on their component class."/}} 1139 1139 1140 1140 1141 -\\ 1142 1142 1143 -(% id="md-refreshing-and-patching" %) 1144 1144 1145 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1146 1146 1147 - (% style="color:rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the savedMDstate isrestored, but also all MDfiles arereloaded and changesin them are applied to the MD state. This is called “refresh”. It is also possible to refresh the MD at run-time usingthe command“refreshmd” on the in-game command line. This is a convenient way to update MD scripts while the game is already running.1003 += MD refreshing and patching = 1148 1148 1149 - \\1005 +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. 1150 1150 1151 -(% id="details-and-restrictions" %) 1152 1152 1153 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1154 1154 1155 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Here aresomenoteworthy facts about refreshing scripts andcues, and therestrictions:1009 +== Details and restrictions == 1156 1156 1157 -* (% 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). 1158 -* (% 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. 1159 -* (% 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. 1160 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1161 -* (% 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.) 1162 -* (% 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. 1163 -* (% 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. 1164 -* (% 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. 1165 -* (% 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). 1166 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1167 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1168 -* (% 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. 1169 -* (% 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. 1170 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1011 +Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1171 1171 1172 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 1013 +* 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). 1014 +* 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. 1015 +* 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. 1016 +* You CANNOT change a <cue> to a <library> or vice versa. 1017 +* 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.) 1018 +* 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. 1019 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1020 +* 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. 1021 +* 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). 1022 +* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1023 +* Adding sub-cues to active or complete cues enables their condition checks immediately. 1024 +* 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. 1025 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1026 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1173 1173 1174 1174 1175 -{{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>"/}} 1176 1176 1177 -{{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>"/}} 1178 1178 1031 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}} 1179 1179 1033 +{{warning body="When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary."/}} 1180 1180 1181 -\\ 1182 1182 1183 -(% id="patching" %) 1184 1184 1185 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1186 1186 1187 -(% 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. 1188 1188 1189 - {{code}}<cue [...] version="42">  <conditions> [...] </conditions>  <actions> [...] </actions>  <patch sinceversion="42">   [patchactions]  </patch></cue>{{/code}}1039 +== Patching == 1190 1190 1191 - (% style="color:rgb(0,0,0);text-decoration:none;" %)The patch actions areonlyperformedif thecue isina certainstate,“complete”bydefault.Usethe(%%)//**(% style="color:rgb(0,0,0);text-decoration:none;"%)state(%%)**//(%style="color: rgb(0,0,0);text-decoration:none;" %)attributetochange thisrequirement.Formoreinformation,see theXML schemadocumentationofthe <patch>element.1041 +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. 1192 1192 1193 -(% 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. 1043 +{{code}} 1044 +<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue> 1045 +{{/code}} 1194 1194 1195 - {{notebody="<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">The<patch>elementswillbe ignored whenrefreshingthe MDatrun-time. Theyonlyaffectloadedsavegames.</span>"/}}1047 +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. 1196 1196 1049 +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. 1197 1197 1051 +{{note body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}} 1198 1198 1199 -\\ 1200 1200 1201 -(% id="common-attribute-groups" %) 1202 1202 1203 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1204 1204 1205 -(% 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. 1206 1206 1207 - \\1057 += Common attribute groups = 1208 1208 1209 - (%id="categorybroken_macroanchorvalue-comparisons"%)1059 +There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1210 1210 1211 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1212 1212 1213 -(% 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>: 1214 1214 1215 - {{code}}<check_value value="$ware == ware.siliconand $amount !=0"/>{{/code}}1063 +== Value comparisons == 1216 1216 1217 - (% style="color: rgb(0,0,0);text-decoration:none;" %)In the value attribute youspecify a booleanexpression, andf ittrue (that is,notequal to zero), theconditionis met. This isaspecialcase: Thisconditionand all other nodes thatsupporta value comparisonallowsyou to specifyan upperlimit, a lowerlimit, a numberrange,or a listfallowedvalues. Examples:1065 +There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1218 1218 1219 -{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}} 1067 +{{code}} 1068 +<check_value value="$ware == ware.silicon and $amount != 0"/> 1069 +{{/code}} 1220 1220 1221 - {{notebody="<span style=~"color:rgb(0,0,0);text-decoration: none;~">Valuesofmostenumeration typescannotbe compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~"> or </span>''<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">max</span>''<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~"> (alsonotviat,gt,etc.).The onlydatatypes thatcan be usedwith </span>''<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">min</span>''<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~">and</span>''<span style=~"color:rgb(0,0,0);text-decoration:none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbersandthe enumerationtypes</span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~">level</span>''<span style=~"color:rgb(0,0,0);text-decoration:none;~">and </span>''<span style=~"color:rgb(0,0,0);text-decoration:none;~">attention</span>''<spanstyle=~"color: rgb(0,0,0);text-decoration:none;~"> (see Booleanoperators).The </span>''<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">exact</span>''<span style=~"color:rgb(0,0,0);text-decoration: none;~">attributecanbe used withanytype,andis equivalent tousingthe == operator.</span>"/}}1071 +In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1222 1222 1073 +{{code}} 1074 +<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/> 1075 +{{/code}} 1223 1223 1077 +{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}} 1224 1224 1225 -\\ 1226 1226 1227 -(% id="categorybroken_macroanchorrandom-ranges" %) 1228 1228 1229 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1230 1230 1231 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1232 1232 1233 - {{code}}<set_value name="$race" exact="race.teladi"/>{{/code}}1083 +== Random ranges == 1234 1234 1235 - (%style="color:rgb(0,0,0);text-decoration:none;"%)To select a randomelementfromlist,thissyntaxcanbeused:1085 +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: 1236 1236 1237 -{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1087 +{{code}} 1088 +<set_value name="$race" exact="race.teladi"/> 1089 +{{/code}} 1238 1238 1239 - (%style="color: rgb(0,0,0);text-decoration:none;" %)To geta randomnumberwithina givenrange,youcan usemin/max:1091 +To select a random element from a list, this syntax can be used: 1240 1240 1241 -{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1093 +{{code}} 1094 +<set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1095 +{{/code}} 1242 1242 1243 - (% style="color:rgb(0,0,0);text-decoration:none;" %)minandmax have tobe compatiblenumber types. Enumerationtypesarenot allowed, not evenleveland attention.The min attributeis optional anddefaultsto 0 (of thenumber type usedin).1097 +To get a random number within a given range, you can use min/max: 1244 1244 1245 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1099 +{{code}} 1100 +<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/> 1101 +{{/code}} 1246 1246 1247 - {{code}}<set_value name="$foo" min="-20" max="20"profile="profile.increasing"scale="4"/>{{/code}}1103 +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). 1248 1248 1249 - (%style="color:rgb(0,0,255);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%) 1105 +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). 1250 1250 1251 -(% id="variables-and-namespaces" %) 1107 +{{code}} 1108 +<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1109 +{{/code}} 1252 1252 1253 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1111 +(% style="color:#0000ff; text-decoration:none" %) (%%) 1112 + 1254 1254 1255 - (% style="color:rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variablesby writing their name (including$ prefix) inn expression. Namespacesdefine in which cue the variables are actually stored (and from which cue they are read).1114 += Variables and namespaces = 1256 1256 1257 - (%style="color:rgb(0,0,255);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%)1116 +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). 1258 1258 1118 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1259 1259 1260 - (%id="categorybroken_macroanchorcreating-and-removing-variables" %)1120 +\\ 1261 1261 1262 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%)==1122 +== Creating and removing variables == 1263 1263 1264 - (% 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:1124 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1265 1265 1266 -{{code}} <set_value name="$foo" exact="$bar + 1" />{{/code}} 1126 +{{code}} 1127 + <set_value name="$foo" exact="$bar + 1" /> 1128 +{{/code}} 1267 1267 1268 - (% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a“condition”, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)1130 +<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>.) 1269 1269 1270 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is“(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)”,but there are more:“(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)”, “(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)”,and“(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”.(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and(%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didn’t exist before. If neither(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//,(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed.1132 +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. 1271 1271 1272 -{{code}}<set_value name="$foo" operation="add" />{{/code}} 1134 +{{code}} 1135 +<set_value name="$foo" operation="add" /> 1136 +{{/code}} 1273 1273 1274 - (% 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:1138 +The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1275 1275 1276 -{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1140 +{{code}} 1141 +<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" /> 1142 +{{/code}} 1277 1277 1278 - (% 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):1144 +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): 1279 1279 1280 -{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1146 +{{code}} 1147 +<set_value name="$list.{1}" exact="42" operation="insert" /> 1148 +{{/code}} 1281 1281 1282 - (% 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.1150 +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. 1283 1283 1284 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent:1152 +Appending is easier than that. The following actions are equivalent: 1285 1285 1286 -{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1154 +{{code}} 1155 +<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" /> 1156 +{{/code}} 1287 1287 1288 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible.1158 +Inserting at a position below 1 or above $list.count + 1 is not possible. 1289 1289 1290 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>:1160 +To remove variables or list/table entries, use <remove_value>: 1291 1291 1292 -{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1162 +{{code}} 1163 +<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" /> 1164 +{{/code}} 1293 1293 1294 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.1166 +Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1295 1295 1296 -(% style="color: rgb(0,0,255);text-decoration: none;" %) (% style="color: rgb(0,0,0);text-decoration: none;" %)1168 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1297 1297 1170 +\\ 1298 1298 1299 - (% id="accessing-remote-variables"%)1172 +== Accessing remote variables == 1300 1300 1301 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Accessingremote variables(%%)==1174 +You can also read and write variables in other cues by using the variable name as property key: 1302 1302 1303 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1176 +{{code}} 1177 +<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1178 +{{/code}} 1304 1304 1305 - {{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo"/>{{/code}}1180 +Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1306 1306 1307 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1182 +{{code}} 1183 +<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" /> 1184 +{{/code}} 1308 1308 1309 - {{code}}<set_value name="static.$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}}1186 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1310 1310 1311 - (%style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)1188 +\\ 1312 1312 1190 +== Namespaces == 1313 1313 1314 - (%id="namespaces" %)1192 +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;" %)Namespaces(%%) ==1194 +Consider this case: 1317 1317 1318 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the “this” cue. This can be necessary: the expression “$foo” may be different from the expression “this.$foo”. The reason for that are namespaces. 1196 +{{code}} 1197 +<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue> 1198 +{{/code}} 1319 1319 1320 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Consider this case:1200 +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 $foo - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in this cue. 1321 1321 1322 - {{code}}<cue name="Root"> <actions>   <set_value name="$foo" />  </actions> <cues>   <cue name="SubCue"> [...]    </cue> </cues></cue>{{/code}}1202 +You can also use the keyword **namespace** in expressions to get the namespace cue. 1323 1323 1324 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write “parent.$foo” or “Root.$foo”, but since it’s very common to have a single location for most variables in the whole cue tree, the easy solution is to write just “$foo” - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in “this” cue. 1325 1325 1326 - (% style="color:rgb(0,0,0);text-decoration: none;" %)You can also use the keyword “(%%)**(% style="color: rgb(0,0,0);text-decoration:none;" %)namespace(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %)” in expressionsto get thenamespacecue.1205 +=== Defining a cue’s namespace === 1327 1327 1328 - (%id="defining-a-cues-namespace"%)1207 +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: 1329 1329 1330 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cue’s namespace(%%) === 1209 +* **this**: Use this cue as namespace, even for instances: $foo == this.$foo 1210 +* **static**: Same as this, but when instantiated, use the static cue: $foo == static.$foo 1211 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as static. 1331 1331 1332 -(% 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: 1333 1333 1334 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use “this” cue as namespace, even for instances: $foo == this.$foo 1335 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as “this”, but when instantiated, use the static cue: $foo == static.$foo 1336 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”. 1337 1337 1338 - (%style="color:rgb(0,0,255);text-decoration:none;"%)1215 +{{warning body="Although in general the expression $foo == namespace.$foo is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent’s namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent’s namespace. Example: 1339 1339 1340 - 1341 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression “$foo == namespace.$foo” is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent’s namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parent’s namespace. Example:</span> 1342 - 1343 -<code><cue name="LibRef" ref="Lib">  <param name="Param1" value="$foo" /> <!-- $foo from parent namespace -->  <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}} 1217 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}