Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32205.1
edited by Daniel Turner
on 2023/05/09 17:28
on 2023/05/09 17:28
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To version 31076.1
edited by Daniel Turner
on 2023/04/14 17:17
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... ... @@ -1,34 +1,47 @@ 1 - The MissionDirector(MD) is a subsystemofthegame and interpretsmissionscripts,which are written inan XML-based language. The MissionDirectorinX Rebirth andX4 is basedn theMD inX3: Terran Conflict, with some major changes based on feedback from MD users.\\1 +{{info body="Please note that this is officially-maintained documentation. 2 2 3 - Anintroductionto theoriginalMDcanbefoundinthe[[ (%style="color: rgb(0,0,153);text-decoration:underline;"%)Egosoftforums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%).Thereisalso a PDF guideforthe X3 MissionDirector,which is partially used as a template for this document.3 +To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page."/}} 4 4 5 -This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 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.}}} 8 8 9 - \\7 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 10 10 9 + 10 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 11 + 12 + 13 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %) (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 14 + 15 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 16 + 17 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 18 + 19 + 20 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 21 + 22 + 11 11 (% id="table-of-contents" %) 12 12 13 - {{toc/}}25 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 14 14 15 - =Table ofContents=27 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 16 16 17 -{{ {__TOC__}}}29 +{{toc/}} 18 18 19 - \\31 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 20 20 33 + 21 21 (% id="md-scripts" %) 22 22 23 -= MD scripts = 36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) = 24 24 25 -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. 38 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 26 26 27 -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. 40 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it’s recommended to keep file name and internal script name identical to avoid having to look up the names. 28 28 29 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 42 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 30 30 31 -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. 44 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 32 32 33 33 {{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]]). 34 34 ... ... @@ -38,31 +38,34 @@ 38 38 39 39 (% id="categorybroken_macroanchorscript-debug-output" %) 40 40 41 -== Script debug output == 54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 42 42 43 -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]]. 56 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. 44 44 45 -To collect all messages in a file, start the game with the following parameters on the command line: 58 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line: 46 46 47 -{{code}}-logfile debuglog.txt{{/code}} 60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}} 48 48 49 -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: 62 +(% style="color: rgb(0,0,0);text-decoration: none;" %)All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 50 50 51 -{{code}}-debug scripts{{/code}} 64 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 52 52 53 -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. \\66 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 54 54 55 -The script action <debug_text> can be used to print debug messages from within a script.\\ 56 56 57 - \\69 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script. 58 58 71 + 72 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 73 + 74 + 59 59 (% id="md-script-structure" %) 60 60 61 -= MD script structure = 77 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 62 62 63 -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. 79 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. 64 64 65 -The XML root node of an MD file is called “mdscript” and looks like this: 81 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called “mdscript” and looks like this: 66 66 67 67 {{code language="xml"}} 68 68 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -69,9 +69,9 @@ 69 69 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 70 70 {{/code}} 71 71 72 -“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. 88 +(% style="color: rgb(0,0,0);text-decoration: none;" %)“ScriptName” is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script’s contents easily. 73 73 74 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 90 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 75 75 76 76 {{code language="xml"}} 77 77 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -85,37 +85,36 @@ 85 85 </mdscript> 86 86 {{/code}} 87 87 88 -  104 +(% style="color: rgb(0,0,0);text-decoration: none;" %)  89 89 90 90 (% id="categorybroken_macroanchorcues" %) 91 91 92 -== Cues == 108 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 93 93 94 -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. 110 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 95 95 96 -A cue can have the following states: 112 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 97 97 98 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 99 -* **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. 100 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\ 101 - 102 - 103 - 104 -* **Complete**: The cue has finished performing its actions. 105 -* **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. 106 - 114 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing. 115 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 116 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state. 107 107 \\ 118 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions. 119 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 108 108 121 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 109 109 110 110 111 -{{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 />"/}} 124 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 125 +</span>"/}} 112 112 113 113 114 114 115 - \\129 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 116 116 117 -This is how a cue node looks like: 118 118 132 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 133 + 119 119 {{code language="xml"}} 120 120 <cue name="CueName"> 121 121 <conditions> [...] ... ... @@ -128,21 +128,22 @@ 128 128 </cue> 129 129 {{/code}} 130 130 131 -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. 146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 132 132 133 - \\148 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 134 134 150 + 135 135 (% id="categorybroken_macroanchorconditions" %) 136 136 137 -== Conditions == 153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 138 138 139 -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. 155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 140 140 141 -**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. 157 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 142 142 143 -**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. 159 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix “event_” so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 144 144 145 -Example for an event condition: 161 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 146 146 147 147 {{code language="xml"}} 148 148 <conditions> ... ... @@ -150,7 +150,7 @@ 150 150 </conditions> 151 151 {{/code}} 152 152 153 -Example for an event condition with an additional (non-event) check: 169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 154 154 155 155 {{code language="xml"}} 156 156 <conditions> ... ... @@ -159,7 +159,7 @@ 159 159 </conditions> 160 160 {{/code}} 161 161 162 -Example for an event condition with two alternative events and a common additional check: 178 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check: 163 163 164 164 {{code language="xml"}} 165 165 <conditions> ... ... @@ -174,24 +174,22 @@ 174 174 </conditions> 175 175 {{/code}} 176 176 177 -For more information about expressions and event parameters, see below. 193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below. 178 178 179 -**<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. 195 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 180 180 181 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 197 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). 182 182 183 -* 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).\\ 199 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)“(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//” and “(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//”. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 200 +\\ 201 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue’s state is changed explicitly by an external event. 184 184 203 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start – for root cues that happens at game start, otherwise after the parent cue becomes active). 185 185 205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 186 186 187 - *With //checkinterval//, youcan specify a constant timeinterval betweenconditionchecks.Theconditionswill bechecked regularly foreveruntil theyaremet, unlessthecue’sstateischangedexplicitlybyanexternalevent.207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 188 188 189 -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). 190 - 191 -Examples: 192 - 193 -Check conditions every 5 seconds, but start checking only 1 hour after game start. 194 - 195 195 {{code language="xml"}} 196 196 <cue name="Foo" checktime="1h" checkinterval="5s"> 197 197 <conditions> ... ... @@ -199,7 +199,7 @@ 199 199 </cue> 200 200 {{/code}} 201 201 202 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 216 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 203 203 204 204 {{code language="xml"}} 205 205 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -208,7 +208,7 @@ 208 208 </cue> 209 209 {{/code}} 210 210 211 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 225 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 212 212 213 213 \\ 214 214 ... ... @@ -222,25 +222,25 @@ 222 222 223 223 (% id="actions" %) 224 224 225 -== Actions == 239 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 226 226 227 -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>: 241 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 228 228 229 229 {{code language="xml"}} 230 230 <delay min="10s" max="30s"/> 231 231 {{/code}} 232 232 233 -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: 247 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 234 234 235 235 {{code language="xml"}} 236 236 <event_cue_completed cue="parent"/> 237 237 {{/code}} 238 238 239 -<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. 253 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue’s condition check. The state transition from active to complete will still take the <delay> node into account. 240 240 241 -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>. 255 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 242 242 243 -Example, which selects one of the three texts randomly: 257 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly: 244 244 245 245 {{code language="xml"}} 246 246 <actions> ... ... @@ -254,33 +254,34 @@ 254 254 255 255 256 256 257 -{{note body="Messages printed with <debug_text> are usually only visible when the “scripts” debug filter is enabled, see [[NULL|Script debug output]]."/}} 271 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the “scripts” debug filter is enabled, see [[NULL|Script debug output]].</span>"/}} 258 258 259 259 260 260 261 -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. 275 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 262 262 263 -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. 277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 264 264 265 -**<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. 279 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery. 266 266 267 -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. 281 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 268 268 269 - \\283 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 270 270 271 -  272 272 286 +(% style="color: rgb(0,0,0);text-decoration: none;" %)  287 + 273 273 (% id="libraries" %) 274 274 275 -= Libraries = 290 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 276 276 277 -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. 292 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 278 278 279 -{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}} 294 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}} 280 280 281 281 282 282 283 -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: 298 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 284 284 285 285 {{code language="xml"}} 286 286 <library name="LibFoo" checktime="1h" checkinterval="5s"> ... ... @@ -289,25 +289,25 @@ 289 289 </library> 290 290 {{/code}} 291 291 292 -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. 307 +(% 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. 293 293 294 -To use a library, use the attribute ref: 309 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 295 295 296 296 {{code language="xml"}} 297 297 <cue name="Foo" ref="LibFoo"/> 298 298 {{/code}} 299 299 300 -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: 315 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix: 301 301 302 302 {{code language="xml"}} 303 303 <cue name="Foo" ref="md.ScriptName.LibFoo"/> 304 304 {{/code}} 305 305 306 -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.) 321 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%)) 307 307 308 -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! 323 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 309 309 310 -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: 325 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 311 311 312 312 {{code language="xml"}} 313 313 <cue name="Foo" ref="LibFoo"/> ... ... @@ -335,21 +335,21 @@ 335 335 336 336 337 337 338 -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. 353 +(% 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. 339 339 340 -Notes: 355 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 341 341 342 -* 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). 343 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 344 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 357 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 358 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 359 +** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 345 345 346 346 (% id="library-parameters" %) 347 347 348 -== Library Parameters == 363 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 349 349 350 -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. 365 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. 351 351 352 -Parameters are defined like this: 367 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 353 353 354 354 {{code language="xml"}} 355 355 <library name="Lib" onfail="cancel"> ... ... @@ -362,7 +362,7 @@ 362 362 </library> 363 363 {{/code}} 364 364 365 -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: 380 +(% 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: 366 366 367 367 {{code language="xml"}} 368 368 <cue name="Foo" ref="Lib"> ... ... @@ -371,7 +371,7 @@ 371 371 </cue> 372 372 {{/code}} 373 373 374 -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 $baz would be created. 389 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 375 375 376 376 {{code language="xml"}} 377 377 <library name="Lib"> ... ... @@ -384,140 +384,148 @@ 384 384 </library> 385 385 {{/code}} 386 386 387 -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. 402 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 388 388 389 - \\404 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 390 390 391 -  392 392 407 +(% style="color: rgb(0,0,0);text-decoration: none;" %)  408 + 393 393 (% id="instantiation" %) 394 394 395 -= Instantiation = 411 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) = 396 396 397 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 398 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 399 -\\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. 400 -\\\\\\\\\\(% id="cleaning-up-instances-explicitly" %) 413 +(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again. 401 401 402 -= =Cleaning upinstances explicitly==415 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 403 403 404 - Cancellinga cuewith **<cancel_cue>**alsocancels all itssub-cues,andcancellinga staticcuestops itfrominstantiatingmore cues- butoesnot cancel its instances.Resettingauewith**<reset_cue>**resetsbothsub-cues andinstantiatedues,buthasthe(desired)side effect thatconditioncheckswillstartagainiftheparentcue’sstate allowsit.Even a sub-instancethathasbeen resetcan returnto the//waiting//state.Resettingan instantiatedcue will stopit forever,because it isnotsupposed tobein the//waiting//state(onlyitsstatic cue is).Resetting willalsoinducetheclean-upreliably,butkeepinmindthat thisis notthecaseforinstancesub-cues.417 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 405 405 406 - {{infobody="<cancel_cue> and <reset_cue>only take effect afterallremainingactions of thecurrentcue are performed. So you caneven safelycancel the cue that you are currentlyin (keyword “'''this'''”) or anyancestor cue, and still perform more actions afterwards."/}}419 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 407 407 408 408 422 +(% id="cleaning-up-instances-explicitly" %) 409 409 424 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 425 + 426 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue’s state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 427 + 428 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword “</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">”) or any ancestor cue, and still perform more actions afterwards.</span>"/}} 429 + 430 + 431 + 410 410 (% id="access-to-instances" %) 411 411 412 -== Access to instances == 434 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 413 413 414 414 415 415 416 -{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}} 438 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 417 417 418 418 419 419 420 -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. 442 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 421 421 422 -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. 444 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is “related” to the current one. 423 423 424 -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. 446 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor. 425 425 426 -Example chart: 448 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 427 427 428 -[[~[~[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]] \\450 +(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 429 429 430 -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. 431 431 432 - Example situations:453 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 433 433 434 -* In the static tree: Cue names in expressions are always resolved to the static cues. 435 -* In the inst-2 tree: “SubBar” in an expression will be resolved to SubBar (inst 2). 436 -* 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. 437 -* In the inst-2a tree: “SubBaz” in an expression will be resolved to SubBaz (inst 2a) 438 -* In the inst-2a tree: “Bar” in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 439 -* 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. 455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 440 440 441 -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. 457 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 458 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: “SubBar” in an expression will be resolved to SubBar (inst 2). 459 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: “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. 460 +* (% 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) 461 +* (% 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. 462 +* (% 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. 442 442 443 - To gethe realstaticcue thatalways existsandservesas templateforinstances,use theproperty**staticbase**.Thisworksforallcues, evenforthe staticcues themselves.464 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 444 444 445 - Ingeneral,toaccess ancestorsofthecurrent cue,youcan also use thekeyword **parent**,also recursivelyasproperties ofother cues(such as **parent.parent.parent).**466 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves. 446 446 447 - Youcanstoreuereferencesin variables. Butwhen storinganinstancecue ina variable,and lateraccessingthatvariable,beawarethat theinstancemaynotexistanymore.Use theproperty **exists** tocheck ifaninstanceisstillalive.(Incontrast,non-instancecuesalways exist,but maybenthe//disabled//or//cancelled//state.)468 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)** 448 448 449 - \\470 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.) 450 450 451 -(% id="pitfalls" %)472 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 452 452 453 -== Pitfalls == 454 454 455 - Someadditional commonpitfallswith respect to instantiation are listed here. There may be more.475 +(% id="pitfalls" %) 456 456 457 - ***Conditionswith results:** If theinstantiatingcue has conditionswithresults,hoseresults arestored in variables - butn the variablesof the static cue,notof the instance! Sointhe<actions> you havetoaccess the variablesvia the **static **keyword:\\477 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 458 458 459 -{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 460 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 480 + 481 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword: 482 +\\{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 483 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 461 461 \\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 485 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that 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. 486 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn’t exist under other circumstances. 462 462 463 -* **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. 464 -* **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. 488 +(% style="color: rgb(0,0,0);text-decoration: none;" %)  465 465 466 -  467 - 468 468 (% id="categorybroken_macroanchorexpressions" %) 469 469 470 -= Expressions = 492 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 471 471 472 -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:** \\494 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 473 473 474 474 497 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 498 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 499 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 500 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, “times ten to the power of”) 501 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 475 475 476 -* {{code}}0{{/code}} (integer number) 477 -* {{code}}0772{{/code}} (leading 0 means octal integer number) 478 -* {{code}}3.14159{{/code}} (floating point number) 479 -* {{code}}5e12{{/code}} (float in exponent notation, “times ten to the power of”) 480 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number) 481 481 482 482 505 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}} 483 483 484 -{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}} 485 485 486 486 509 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 487 487 488 -You can write string literals by putting the string in single quotes: 489 - 490 490 * {{code}}'Hello world'{{/code}} 491 -* {{code}}''{{/code}} (empty string) 512 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 492 492 * {{code}}'String with a line break\n'{{/code}} 493 493 494 494 495 495 496 -{{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."/}} 517 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">< > " &</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 escape them 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 '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}} 497 497 498 498 499 499 500 - \\521 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 501 501 523 + 502 502 (% id="numeric-data-types-and-suffixes" %) 503 503 504 -== Numeric data types and suffixes == 526 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 505 505 506 -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: 528 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like “money” or “time” which can only be expressed by using an appropriate unit suffix: 507 507 508 -* {{code}}5000000000L{{/code}} (large integer) 509 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 510 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 511 -* {{code}}500m{{/code}} (Length in metres) 512 -* {{code}}10s{{/code}} (Time in seconds) 513 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 530 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 531 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 532 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 533 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 534 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 535 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 514 514 515 -A space between number and suffix is allowed. 537 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 516 516 517 -Here is the complete list of numeric data types and corresponding unit suffixes: 539 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 518 518 519 - \\541 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 520 520 543 + 521 521 (% style="margin-left: 0.0px;" %) 522 522 ((( 523 523 \\ ... ... @@ -524,40 +524,40 @@ 524 524 525 525 526 526 527 -|Data type|Suffix|Examples|Description 528 -|null|(none)|null|Converted to non-null data type of value 0 when needed. 529 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 530 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 531 -|float|f| 532 -3.14 533 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 534 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 535 -|money|ct (default) 536 -\\Cr|200Cr 537 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 538 -|length| 539 -m (default) 540 -\\km| 541 -500m 542 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 543 -|angle| 544 -rad (default) 545 -\\deg| 546 -90deg 547 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 548 -|hitpoints|hp|100hp|Hit points 549 -|time| 550 -ms 551 -\\s (default) 552 -\\min 553 -\\h| 554 -800ms 555 -\\1.5s 556 -\\10min 557 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 550 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 551 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed. 552 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them. 553 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer. 554 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 556 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 557 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision). 558 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 559 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 560 +\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 561 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 562 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 563 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 565 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres. 566 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 567 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 568 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 569 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 570 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians. 571 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points 572 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 573 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 574 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 575 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 576 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 577 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 578 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 579 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 580 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 558 558 ))) 559 559 560 -{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}} 583 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}} 561 561 562 562 \\ 563 563 ... ... @@ -565,12 +565,13 @@ 565 565 566 566 (% id="categorybroken_macroanchoroperators" %) 567 567 568 -== Operators == 591 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 569 569 570 -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: 593 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported: 571 571 572 - \\595 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 573 573 597 + 574 574 (% style="margin-left: 0.0px;" %) 575 575 ((( 576 576 \\ ... ... @@ -577,77 +577,75 @@ 577 577 578 578 579 579 580 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description 581 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 582 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 583 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 584 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg) 585 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 586 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 604 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 605 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above 606 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions 607 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions 608 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)π as an angle (same as 180deg) 609 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping 610 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values 587 587 |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 588 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 612 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB 589 589 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 590 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 591 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 592 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 593 -|typeof|unary| 614 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect) 615 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number 616 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise 617 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 594 594 {{code}}typeof null{{/code}} 595 595 \\{{code}}typeof 0{{/code}} 596 596 \\{{code}}typeof 'Hello world'{{/code}}| 597 597 {{code}}datatype.null{{/code}} 598 598 \\{{code}}datatype.integer{{/code}} 599 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 600 -|sin|unary| 623 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 624 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 601 601 {{code}}sin(30deg){{/code}} 602 602 \\{{code}}sin(pi){{/code}}| 603 603 {{code}}0.5{{/code}} 604 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 605 -|cos|unary| 628 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 629 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 606 606 {{code}}cos(60deg){{/code}} 607 607 \\{{code}}cos(pi){{/code}}| 608 608 {{code}}0.5{{/code}} 609 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 610 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 611 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 612 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 613 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 614 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 615 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 616 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 617 -|+|binary| 633 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 634 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required) 635 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required) 636 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required) 637 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power 638 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication 639 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division 640 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division) 641 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 618 618 {{code}}1 + 1{{/code}} 619 619 \\{{code}}'Hello' + ' world'{{/code}}| 620 620 {{code}}2{{/code}} 621 621 \\{{code}}'Hello world'{{/code}}| 622 -Addition 623 -\\String concatenation 624 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 648 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction 625 625 | 626 -lt 627 -\\< (<)|binary| 650 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 651 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 628 628 {{code}}1 lt 3{{/code}} 629 -\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 653 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than 630 630 | 631 -le 632 -\\<=|binary| 655 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 656 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 633 633 {{code}}1 le 3{{/code}} 634 -\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 658 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to 635 635 | 636 -gt 637 -\\> (>)|binary| 660 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 661 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 638 638 {{code}}1 gt 3{{/code}} 639 -\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 663 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than 640 640 | 641 -ge 642 -\\>=|binary| 665 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 666 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 643 643 {{code}}1 ge 3{{/code}} 644 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 645 -|((( 646 -= = 647 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 648 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 649 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 650 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 668 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 669 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to 670 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to 671 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics) 672 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics) 651 651 | 652 652 if ... then ... 653 653 \\if ... then ... else ...|ternary| ... ... @@ -664,92 +664,95 @@ 664 664 665 665 (% id="operator-precedence-rules" %) 666 666 667 -=== Operator precedence rules === 689 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 668 668 669 -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. \\691 +(% 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. 670 670 671 671 694 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 695 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 696 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 697 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 698 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 699 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 700 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 701 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 702 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 672 672 673 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 674 -* Power operator: ^ 675 -* Multiplicative: *, /, % 676 -* Additive: +, - 677 -* Comparison: lt, le, gt, ge 678 -* Equality: ==, != 679 -* and 680 -* or 681 -* if/then/else (lowest precedence) 682 - 683 683 (% id="type-conversion" %) 684 684 685 -=== Type conversion === 706 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 686 686 687 -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: 708 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 688 688 689 -* Null and something else: The null value will be interpreted as “0” of the other type. 690 -* Two non-unit integers: The result will be an integer of the largest involved type. 691 -* Two non-unit numbers, not all integers: The result will be the largest involved float type. 692 -* Non-unit and unit: The result will be the unit type. 693 -* Two different units: The types are incompatible. This is an error, the result is undefined. 710 +* (% 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. 711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 712 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type. 713 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 714 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 694 694 695 -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. 716 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually. 696 696 697 -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: 718 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 698 698 699 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 700 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 720 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 701 701 702 -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.) 723 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: “{{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.) 703 703 704 -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. 725 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 705 705 706 -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: 727 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 707 707 708 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 709 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 729 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 730 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 710 710 711 -As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 732 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 712 712 713 713 (% id="boolean-operators" %) 714 714 715 -=== Boolean operators === 736 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 716 716 717 -Some additional notes on Boolean operators (such as and, or, not, ==): \\738 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 718 718 719 719 741 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 742 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for “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;" %). 743 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 744 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)“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 745 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 746 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 747 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 720 720 721 -* Of course a Boolean operation always results in true or false (integer 1 or 0). 722 -* 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**. 723 -* != 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. 724 -* “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 725 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 726 -* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 727 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 749 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 728 728 729 -\\ 730 730 731 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting 752 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 753 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 754 +\\(%%) == 732 732 756 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 733 733 734 -{{{==}}} 735 - 736 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 737 - 738 738 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 739 739 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 740 740 741 -See also the section about [[value properties>>MediaWiki.NULL]]. 761 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 742 742 743 743 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'. 744 -\\To get a percent character in the result string, use '%%' in the format string. 745 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 746 -\\**[New as of X Rebirth 4.0]** 747 -\\ 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): 748 748 749 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 750 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 751 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 765 +To get a percent character in the result string, use '%%' in the format string. 752 752 767 + 768 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action. 769 + 770 +**[New as of X Rebirth 4.0]** 771 + 772 +With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 773 + 774 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 775 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 776 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 777 + 753 753 Additional remarks: 754 754 755 755 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. ... ... @@ -758,25 +758,26 @@ 758 758 759 759 760 760 761 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 786 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.</span>"/}} 762 762 763 763 764 764 765 - \\790 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 766 766 792 + 767 767 (% id="categorybroken_macroanchorlists" %) 768 768 769 -== Lists == 795 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 770 770 771 -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]]. 797 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 772 772 773 -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 “[ ]”. 799 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as “[ ]”. 774 774 775 -{{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."/}} 801 +{{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>"/}} 776 776 777 777 778 778 779 -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. 805 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 780 780 781 781 {{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. 782 782 ... ... @@ -786,163 +786,158 @@ 786 786 787 787 788 788 789 - \\815 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 790 790 817 + 791 791 (% id="categorybroken_macroanchortables" %) 792 792 793 -== Tables == 820 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 794 794 795 -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. \\822 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 796 796 797 -Almost all values are allowed as table keys, but there are a few exceptions: 798 798 799 -* Strings must start with '$', like variables 800 -* null cannot be used as table key (but the number 0 is valid) 801 -* Lists, tables, groups and buildplans cannot be used as table keys\\ 825 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 802 802 827 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 828 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 830 +\\ 803 803 832 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 804 804 805 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table 835 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null 806 806 807 -* {{code}}table[]{{/code}} ⟹ creates an empty table 808 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 809 809 810 810 811 811 812 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 813 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 814 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 815 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table \\840 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps the string '$foo' to the string 'bar' 841 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) exactly the same, just a shorter notation(%%) for string keys 842 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) error, 'foo' does not start with a '$' 843 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps 1 to an empty list and 2 to an empty table 816 816 817 817 846 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 818 818 819 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 820 820 821 - \\849 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 822 822 851 + 823 823 (% id="categorybroken_macroanchorvalue-properties" %) 824 824 825 -== Value properties == 854 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 826 826 827 -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. 856 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game’s state, properties are used. 828 828 829 -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. 858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don’t have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 830 830 831 -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: 860 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 832 832 833 -* 1 ⟹ 42 834 -* 2 ⟹ null 835 -* 3 ⟹ 'text' 836 -* 'count' ⟹ 3 862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42 863 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null 864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text' 865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3 837 837 838 -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. 867 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 839 839 840 -You can look up a property by appending a dot and the key in curly braces: 869 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces: 841 841 842 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 843 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 844 -* {{code}}[].{'count'}{{/code}} ⟹ 0 845 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42 \\871 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 872 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0 874 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) 42 846 846 847 847 877 +(% 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: 848 848 849 -In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 850 - 851 851 * {{code}}[42].{'count'}{{/code}} 852 852 * {{code}}$ship.{'name'}{{/code}} 853 853 * {{code}}$ship.{'class'} {{/code}} 854 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 882 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 883 +\\ 855 855 885 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 856 856 857 - 858 -But it is easier just to write the property key without braces, which is equivalent: 859 - 860 860 * {{code}}[0].count{{/code}} 861 861 * {{code}}$ship.name{{/code}} 862 862 * {{code}}$ship.class{{/code}} 863 -* {{code}}table[$foo='bar'].$foo{{/code}}\\ 890 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 891 +\\ 864 864 893 +(% 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.) 865 865 895 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 866 866 867 -( Inthis case, $shipisavariable. Allvariables startwitha“$”,so theycannotbe confusedwithkeywords.)897 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty) 868 868 869 - Alisthas evenmoreproperties:899 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric) 870 870 871 -* *random'**returnsa randomly chosenlement(which requiresthatthe list isnon-empty)901 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} ⟹ 1 872 872 873 - **min'** and'**max'**return theminimum ormaximum(all elements have to benumeric)903 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible) 874 874 875 -* {{code}}[1, 6, 8]. min{{/code}} ⟹1905 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹ 5 876 876 877 - **average'** returnstheaverage(butall element types have tobecompatible)907 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it’s not in the list 878 878 879 -* {{code}}[1, 6, 8]. average{{/code}} ⟹5909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 880 880 881 - **indexof'**isfollowedbyanotherproperty,andtheindexofthefirst occurenceofthatkeyinthe list is returned,or0ifit’s not in thelist911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 882 882 883 -* {{code}}[1, 6, 8]. indexof.{8}{{/code}} ⟹3913 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 884 884 885 - **clone'**createsa shallowcopyofthelist(i.e. lists that arecontainedas elements in thelistareotcopied, only thereferenceto them)915 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 886 886 887 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 918 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 888 888 889 - Atablehasdifferentproperties:920 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 890 890 891 -* '**clone'** creates a shallow copy of the table 892 -* '**keys'** allows you to access data about the table's keys 893 893 894 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 923 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 924 +\\ 925 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 926 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 895 895 896 896 897 897 898 - *{{code}}$table.keys.list{{/code}}:Yields alist ofall keys in thetable(reliably sorted by key ifallkeys are numeric)\\930 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}} 899 899 900 900 901 901 902 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 903 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 934 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 935 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 936 +\\(%%) === 904 904 938 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark “?” to the lookup, which yields true or false: 905 905 940 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 941 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 942 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key' 906 906 907 -{{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'.{[...]}."/}} 908 908 945 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 909 909 947 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 948 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 910 910 911 -(% id="lookup-tests-and-suppressing-errors" %)===Lookup testsand suppressingerrors950 +(% 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: 912 912 952 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 953 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 954 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 913 913 914 - {{{===}}}956 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 915 915 916 -If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark “?” to the lookup, which yields true or false: 917 - 918 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 919 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 920 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 921 - 922 - 923 - 924 -The question mark can even be applied to variables: 925 - 926 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 927 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 928 - 929 -To look up the value of a property although it may not exist, you can use the at-sign “@” as prefix: 930 - 931 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 932 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 933 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 934 - 935 -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. 936 - 937 937 \\ 938 938 939 939 (% id="static-lookups" %) 940 940 941 -=== Static lookups === 962 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 942 942 943 -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. 964 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the “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. 944 944 945 -Here are a few enumeration classes and corresponding example lookup values: 966 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 946 946 947 947 (% style="margin-left: 0.0px;" %) 948 948 ((( ... ... @@ -950,48 +950,48 @@ 950 950 951 951 952 952 953 -|Data type (= value name)|Examples|Description 954 -|class| 955 -class.ship 956 -\\class.ship_xl 957 -\\class.space 958 -\\class.weapon|Component classes 959 -|purpose| 960 -purpose.combat 961 -\\purpose.transportation|Purposes 962 -|killmethod| 963 -killmethod.hitbybullet 964 -\\killmethod.hitbymissile|Ways to die (already used before destruction) 965 -|datatype| 966 -datatype.float 967 -\\datatype.component 968 -\\datatype.class 969 -\\datatype.datatype|Script value datatypes 970 -|profile| 971 -profile.flat 972 -\\profile.increasing 973 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 974 -|cuestate| 975 -cuestate.waiting 976 -\\cuestate.active 977 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 978 -|level| 979 -level.easy 980 -\\level.medium 981 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 982 -|attention| 983 -attention.insector 984 -\\attention.visible 985 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 986 -|ware| 987 -ware.ore 988 -\\ware.silicon|Wares 989 -|race| 990 -race.argon 991 -\\race.boron|Races 992 -|faction| 993 -faction.player 994 -\\faction.argongovernment|Factions 974 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 975 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 976 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 977 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 978 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 980 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 981 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 982 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 983 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 984 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 985 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction) 986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 990 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 991 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 992 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 993 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 994 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 995 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 996 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 997 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 998 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 999 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 1000 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 1001 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 1002 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.) 1003 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 1004 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 1005 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 1006 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.) 1007 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 1008 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 1009 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 1010 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 1011 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 1012 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 1013 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 1014 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 1015 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 995 995 ))) 996 996 997 997 {{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: ... ... @@ -1002,118 +1002,108 @@ 1002 1002 1003 1003 <code>(typeof $value).isstring</code>"/}} 1004 1004 1005 -{{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."/}} 1026 +{{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>"/}} 1006 1006 1007 - \\1028 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1008 1008 1009 1009 1010 - 1011 1011 (% id="player-properties" %) 1012 1012 1013 -=== Player properties === 1033 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 1014 1014 1015 -You can access many player-related game properties via the keyword “player”: 1035 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword “player”: 1016 1016 1017 -* player.**name**: The player’s name 1018 -* player.**age**: The passed in-game time since game start 1019 -* player.**money**: The money in the player’s account 1020 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 1037 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The player’s name 1038 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start 1039 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the player’s account 1040 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 1041 +\\ 1042 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1043 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 1044 +\\ 1045 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity 1046 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC 1021 1021 1022 - 1023 - 1024 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1025 -* player.**entity**: The actual player object\\ 1026 - 1027 - 1028 - 1029 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 1030 -* player.**copilot**: The co-pilot NPC 1031 - 1032 1032 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. 1033 -\\(% id="safe-properties" %) 1034 1034 1035 - ===Safe===1050 +(% id="safe-properties" %) 1036 1036 1037 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:1052 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) === 1038 1038 1039 -* exists 1040 -* isoperational 1041 -* iswreck 1042 -* isconstruction 1043 -* available 1044 -* isclass.(...) 1054 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 1045 1045 1046 -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. 1056 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1057 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1058 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1059 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1060 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1061 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 1047 1047 1048 -(% id="categorybroken_macroanchormoney-and-time-formatting"%)===Money and timeformatting1063 +(% 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. 1049 1049 1065 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1066 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1067 +\\(%%) === 1050 1050 1051 - {{{===}}}1069 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 1052 1052 1053 -**[New as of X Rebirth 4.0]** 1054 -\\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. 1071 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 1055 1055 1056 1056 * {{code}}$money.formatted.{'formatstring'} {{/code}} 1057 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 1058 - 1059 - 1060 - 1074 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1075 +\\ 1061 1061 * {{code}}$time.formatted.{'formatstring'}{{/code}} 1062 -* {{code}}$time.formatted.default{{/code}}  (using default format string '%T') 1077 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %) (%%) (using default format string '%T') 1063 1063 1064 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1079 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1065 1065 1066 -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: \\1081 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 1067 1067 1068 1068 1069 - 1070 1070 |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.) 1071 1071 |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'. 1072 1072 |.|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) 1073 1073 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 1074 1074 1075 -By default, these options are disabled. 1089 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled. 1076 1076 1077 -More available specifiers (in addition to %s): 1091 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s): 1078 1078 1079 -* %k: Credits (truncated) in kilo format 1080 -* %M: Credits (truncated) in Mega format 1081 -* %G: Credits (truncated) in Giga format 1082 -* %T: Credits (truncated) in Tera format 1083 -* %Cr: Localised "Cr" string 1084 -* %%: A % sign\\ 1093 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1094 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1095 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1096 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1097 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1098 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1099 +\\ 1085 1085 1101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 1086 1086 1087 1087 1088 -Examples:\\ 1104 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}} 1105 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1106 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}} 1107 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1108 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}} 1089 1089 1090 - 1091 - 1092 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 1093 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 1094 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 1095 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 1096 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 1097 - 1098 1098 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1099 1099 1100 1100 Examples: 1101 1101 1102 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1103 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1104 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1105 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1114 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}} 1115 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1116 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31.000'{{/code}} 1117 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'0:02'{{/code}} 1106 1106 1107 1107 (% id="complete-property-documentation" %) 1108 1108 1109 -=== Complete property documentation === 1121 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) === 1110 1110 1111 -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. 1123 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 1112 1112 1113 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. \\1125 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1114 1114 1115 1115 1116 - 1117 1117 {{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: 1118 1118 1119 1119 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". ... ... @@ -1121,78 +1121,76 @@ 1121 1121 1122 1122 1123 1123 1124 -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: 1135 +(% 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: 1125 1125 1126 -* Enter the beginning of a base keyword 1127 -* Enter $ followed by the data type you are looking for (e.g. “$ship”), as if it were a variable 1128 -* To see the properties of a base keyword or data type, enter a dot (“.”) 1129 -* After the dot, you can enter a property name 1130 -* You can also enter a dot (“.”) as first character to search globally for a property 1137 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1138 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. “$ship”), as if it were a variable 1139 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (“.”) 1140 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1141 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (“.”) as first character to search globally for a property 1131 1131 1132 - \\1143 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1133 1133 1134 1134 1146 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype “component”, but have different properties based on their component class.</span>"/}} 1135 1135 1136 -{{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."/}} 1137 1137 1138 1138 1139 - 1140 1140 \\ 1141 1141 1142 1142 (% id="md-refreshing-and-patching" %) 1143 1143 1144 -= MD refreshing and patching = 1154 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1145 1145 1146 -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. 1156 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called “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. 1147 1147 1148 1148 \\ 1149 1149 1150 1150 (% id="details-and-restrictions" %) 1151 1151 1152 -== Details and restrictions == 1162 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1153 1153 1154 -Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1164 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1155 1155 1156 -* 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). 1157 -* 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. 1158 -* 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. 1159 -* You CANNOT change a <cue> to a <library> or vice versa. 1160 -* 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.) 1161 -* 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. 1162 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1163 -* 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. 1164 -* 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). 1165 -* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1166 -* Adding sub-cues to active or complete cues enables their condition checks immediately. 1167 -* 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. 1168 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1169 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1166 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1167 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1168 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1169 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1170 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1171 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1172 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1173 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1174 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1175 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1176 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1177 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1178 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1179 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1170 1170 1171 - \\1181 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1172 1172 1173 1173 1184 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1174 1174 1175 -{{warning body=" Beawarehatcompleted instancescan beauto-deleted,and soadded sub-cueswillnot become active insuch a case."/}}1186 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1176 1176 1177 -{{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."/}} 1178 1178 1179 1179 1180 - 1181 1181 \\ 1182 1182 1183 1183 (% id="patching" %) 1184 1184 1185 -== Patching == 1194 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1186 1186 1187 -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. 1196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading. 1188 1188 1189 1189 {{code}}<cue [...] version="42">  <conditions> [...] </conditions>  <actions> [...] </actions>  <patch sinceversion="42">    [patch actions]  </patch></cue>{{/code}} 1190 1190 1191 -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. 1200 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, “complete” by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1192 1192 1193 -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. 1202 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances. 1194 1194 1195 -{{note body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}} 1204 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1196 1196 1197 1197 1198 1198 ... ... @@ -1200,25 +1200,25 @@ 1200 1200 1201 1201 (% id="common-attribute-groups" %) 1202 1202 1203 -= Common attribute groups = 1212 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1204 1204 1205 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1214 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1206 1206 1207 1207 \\ 1208 1208 1209 1209 (% id="categorybroken_macroanchorvalue-comparisons" %) 1210 1210 1211 -== Value comparisons == 1220 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1212 1212 1213 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1222 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1214 1214 1215 1215 {{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1216 1216 1217 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1226 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1218 1218 1219 1219 {{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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}} 1220 1220 1221 -{{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."/}} 1230 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}} 1222 1222 1223 1223 1224 1224 ... ... @@ -1226,111 +1226,118 @@ 1226 1226 1227 1227 (% id="categorybroken_macroanchorrandom-ranges" %) 1228 1228 1229 -== Random ranges == 1238 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1230 1230 1231 -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: 1240 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1232 1232 1233 1233 {{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1234 1234 1235 -To select a random element from a list, this syntax can be used: 1244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1236 1236 1237 1237 {{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1238 1238 1239 -To get a random number within a given range, you can use min/max: 1248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1240 1240 1241 1241 {{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1242 1242 1243 -min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1252 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1244 1244 1245 -You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1254 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1246 1246 1247 1247 {{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1248 1248 1249 -(% style="color: rgb(0,0,255);text-decoration: none;" %)  1250 -\\(% id="variables-and-namespaces" %) 1258 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)  1251 1251 1252 - =Variables=1260 +(% id="variables-and-namespaces" %) 1253 1253 1254 - Asyouhaveseen above,you can easily access variablesby writingheir name(including $ prefix) inan expression.Namespaces define inwhich cuethe variables are actually stored (andfromwhich cuetheyareread).1262 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1255 1255 1256 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1257 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1264 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1258 1258 1259 -= =Creatingandremovingvariables==1266 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1260 1260 1261 -{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1262 1262 1269 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1270 + 1271 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1272 + 1273 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1274 + 1263 1263 {{code}} <set_value name="$foo" exact="$bar + 1" />{{/code}} 1264 1264 1265 -<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>.) 1277 +(% 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>.) 1266 1266 1267 -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. 1279 +(% 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. 1268 1268 1269 1269 {{code}}<set_value name="$foo" operation="add" />{{/code}} 1270 1270 1271 -The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1272 1272 1273 1273 {{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1274 1274 1275 -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): 1287 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1276 1276 1277 1277 {{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1278 1278 1279 -This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1291 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1280 1280 1281 -Appending is easier than that. The following actions are equivalent: 1293 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1282 1282 1283 1283 {{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1284 1284 1285 -Inserting at a position below 1 or above $list.count + 1 is not possible. 1297 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1286 1286 1287 -To remove variables or list/table entries, use <remove_value>: 1299 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1288 1288 1289 1289 {{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1290 1290 1291 -Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1292 1292 1293 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1294 -\\\\\\(% id="accessing-remote-variables" %) 1305 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1295 1295 1296 -== Accessing remote variables == 1297 1297 1298 - Youcan also readnd write variables in othercuesby usinghename asproperty key:1308 +(% id="accessing-remote-variables" %) 1299 1299 1310 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1311 + 1312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1313 + 1300 1300 {{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1301 1301 1302 -Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1316 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1303 1303 1304 1304 {{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}} 1305 1305 1306 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1307 -\\\\\\(% id="namespaces" %) 1320 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1308 1308 1309 -== Namespaces == 1310 1310 1311 - Inthe examples above, a variable was written to andread from the “this” cue. This canbe necessary: the expression “$foo”may bedifferent from the expression “this.$foo”. The reason for that are namespaces.1323 +(% id="namespaces" %) 1312 1312 1313 - Consider thiscase:1325 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1314 1314 1327 +(% 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. 1328 + 1329 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1330 + 1315 1315 {{code}}<cue name="Root">  <actions>    <set_value name="$foo" />  </actions>  <cues>    <cue name="SubCue"> [...]    </cue>  </cues></cue>{{/code}} 1316 1316 1317 -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. 1333 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write “parent.$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. 1318 1318 1319 -You can also use the keyword “**namespace**” in expressions to get the namespace cue. 1335 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)” in expressions to get the namespace cue. 1320 1320 1321 1321 (% id="defining-a-cues-namespace" %) 1322 1322 1323 -=== Defining a cue’s namespace === 1339 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cue’s namespace(%%) === 1324 1324 1325 -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: 1341 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible: 1326 1326 1327 -* **this**: Use “this” cue as namespace, even for instances: $foo == this.$foo 1328 -* **static**: Same as “this”, but when instantiated, use the static cue: $foo == static.$foo 1329 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”. 1343 +* **(% 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 1344 +* **(% 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 1345 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”. 1330 1330 1331 1331 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1332 1332 1333 1333 1334 -{{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: 1350 +{{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> 1335 1335 1336 1336 <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>"/}}