Changes for page Mission Director Guide
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... ... @@ -1,1 +1,1 @@ 1 - X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide1 +Mission Director Guide - Parent
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... ... @@ -1,0 +1,1 @@ 1 +X Rebirth Wiki.Modding support.WebHome - Tags
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... ... @@ -1,1 +1,1 @@ 1 -Broken_macro/anchor 1 +Broken_macro/anchor|Broken macro/anchor - Content
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... ... @@ -1,43 +1,31 @@ 1 1 The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the[[ ┬á(%style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.3 +An introduction to the original MD can be found in the[[(% &text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 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.}}}7 +{{info}}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.{{/info}} 8 8 9 - \\9 +(% id="md-scripts" %) 10 10 11 -(% id="table-of-contents" %) 12 - 13 13 {{toc/}} 14 14 15 -= Table of Contents = 16 - 17 -{{{__TOC__ }}} 18 - 19 -\\ 20 - 21 -(% id="md-scripts" %) 22 - 23 23 = MD scripts = 24 24 25 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. 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, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.17 +MD files are XML files located in the game folder **md**. 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.19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[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. 30 30 31 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. 32 32 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]]). 23 +{{info}} 24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 34 34 35 -To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."/}} 26 +To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 27 +{{/info}} 36 36 37 - 38 - 39 -(% id="categorybroken_macroanchorscript-debug-output" %) 40 - 41 41 == Script debug output == 42 42 43 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]]. ... ... @@ -54,15 +54,11 @@ 54 54 55 55 The script action <debug_text> can be used to print debug messages from within a script.\\ 56 56 57 -\\ 58 - 59 -(% id="md-script-structure" %) 60 - 61 61 = MD script structure = 62 62 63 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. 64 64 65 -The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥and looks like this:49 +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"?> ... ... @@ -69,7 +69,7 @@ 69 69 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 70 70 {{/code}} 71 71 72 - ΓÇ£ScriptNameΓÇ¥is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.56 +"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script's contents easily. 73 73 74 74 The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 75 75 ... ... @@ -85,10 +85,6 @@ 85 85 </mdscript> 86 86 {{/code}} 87 87 88 -┬á 89 - 90 -(% id="categorybroken_macroanchorcues" %) 91 - 92 92 == Cues == 93 93 94 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. ... ... @@ -106,14 +106,8 @@ 106 106 107 107 \\ 108 108 89 +{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}} 109 109 110 - 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 />"/}} 112 - 113 - 114 - 115 -\\ 116 - 117 117 This is how a cue node looks like: 118 118 119 119 {{code language="xml"}} ... ... @@ -130,10 +130,6 @@ 130 130 131 131 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. 132 132 133 -\\ 134 - 135 -(% id="categorybroken_macroanchorconditions" %) 136 - 137 137 == Conditions == 138 138 139 139 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. ... ... @@ -140,7 +140,7 @@ 140 140 141 141 **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. 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 ΓÇ£event_ΓÇ¥so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.113 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_" so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 144 144 145 145 Example for an event condition: 146 146 ... ... @@ -180,11 +180,11 @@ 180 180 181 181 If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 182 182 183 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥andΓÇ£//complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\153 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\ 184 184 185 185 186 186 187 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue ΓÇÖs state is changed explicitly by an external event.157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event. 188 188 189 189 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 ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 190 190 ... ... @@ -210,18 +210,12 @@ 210 210 211 211 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 212 212 213 -\\ 214 214 215 215 185 +{{info}} 186 +**Reminder** 187 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 216 216 217 -{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 218 - 219 - 220 - 221 -\\ 222 - 223 -(% id="actions" %) 224 - 225 225 == Actions == 226 226 227 227 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>: ... ... @@ -236,7 +236,7 @@ 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 ΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.203 +<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. 240 240 241 241 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>. 242 242 ... ... @@ -254,7 +254,7 @@ 254 254 255 255 256 256 257 -{{no te body="Messages printed with<debug_text>are usually only visible when theΓÇ£scriptsΓÇ¥debug filter is enabled, see[[NULL|Script debug output]]."/}}221 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}} 258 258 259 259 260 260 ... ... @@ -266,17 +266,11 @@ 266 266 267 267 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. 268 268 269 -\\ 270 - 271 -┬á 272 - 273 -(% id="libraries" %) 274 - 275 275 = Libraries = 276 276 277 277 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. 278 278 279 -{{no te body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}237 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 280 280 281 281 282 282 ... ... @@ -289,7 +289,7 @@ 289 289 </library> 290 290 {{/code}} 291 291 292 -Although it is called library, it ΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.250 +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. 293 293 294 294 To use a library, use the attribute ref: 295 295 ... ... @@ -330,21 +330,18 @@ 330 330 {{/code}} 331 331 332 332 291 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 333 333 334 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 335 335 336 336 295 +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. 337 337 338 -So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 339 - 340 340 Notes: 341 341 342 342 * 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). 343 343 * 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. 301 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 345 345 346 -(% id="library-parameters" %) 347 - 348 348 == Library Parameters == 349 349 350 350 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. ... ... @@ -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 ΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:320 +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 ΓÇÿ$ ΓÇÖprefix. In the example above, the variables $foo, $bar, and $baz would be created.329 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created. 375 375 376 376 {{code language="xml"}} 377 377 <library name="Lib"> ... ... @@ -386,40 +386,29 @@ 386 386 387 387 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. 388 388 389 -\\ 390 - 391 -┬á 392 - 393 -(% id="instantiation" %) 394 - 395 395 = 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.346 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 347 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 399 399 \\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" %) 401 401 402 402 == Cleaning up instances explicitly == 403 403 404 -Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue ΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.352 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 405 405 406 -{{info body="<cancel_cue>and<reset_cue>only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keywordΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}}354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}} 407 407 408 - 409 - 410 -(% id="access-to-instances" %) 411 - 412 412 == Access to instances == 413 413 414 414 415 415 416 -{{no te body="This sub-section requires basic knowledge of[[NULL|script expressions]]."/}}360 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 417 417 418 418 419 419 420 420 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. 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 ΓÇ£relatedΓÇ¥to the current one.366 +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. 423 423 424 424 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. 425 425 ... ... @@ -432,11 +432,11 @@ 432 432 Example situations: 433 433 434 434 * In the static tree: Cue names in expressions are always resolved to the static cues. 435 -* In the inst-2 tree: ΓÇ£SubBarΓÇ¥in an expression will be resolved to SubBar (inst 2).436 -* In the inst-1 tree: ΓÇ£SubBarΓÇ¥in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.437 -* In the inst-2a tree: ΓÇ£SubBazΓÇ¥in an expression will be resolved to SubBaz (inst 2a)438 -* In the inst-2a tree: ΓÇ£BarΓÇ¥in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.439 -* In the inst-2 tree: ΓÇ£SubBazΓÇ¥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.379 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 380 +* 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. 381 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 382 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 383 +* 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. 440 440 441 441 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. 442 442 ... ... @@ -446,10 +446,6 @@ 446 446 447 447 You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 448 448 449 -\\ 450 - 451 -(% id="pitfalls" %) 452 - 453 453 == Pitfalls == 454 454 455 455 Some additional common pitfalls with respect to instantiation are listed here. There may be more. ... ... @@ -456,32 +456,30 @@ 456 456 457 457 * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 458 458 459 -{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 460 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 461 -\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 399 +{{code language="xml"}} 400 + <debug_text text="static.$foo"/> 401 +{{/code}} 402 +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: 403 +{{code language="xml"}} 404 +<set_value name="$foo" exact="static.$foo"/> 405 +{{/code}} 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 ΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.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 ΓÇÖt exist under other circumstances.407 +* **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. 408 +* **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. 465 465 466 -┬á 467 - 468 -(% id="categorybroken_macroanchorexpressions" %) 469 - 470 470 = 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:** \\412 +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:** 473 473 474 - 475 - 476 476 * {{code}}0{{/code}} (integer number) 477 477 * {{code}}0772{{/code}} (leading 0 means octal integer number) 478 478 * {{code}}3.14159{{/code}} (floating point number) 479 -* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)417 +* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 480 480 * {{code}}0xCAFE{{/code}} (hexadecimal integer number) 481 481 482 482 483 483 484 -{{no te body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}422 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}} 485 485 486 486 487 487 ... ... @@ -493,17 +493,11 @@ 493 493 494 494 495 495 496 -{{no te 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), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}434 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}} 497 497 498 - 499 - 500 -\\ 501 - 502 -(% id="numeric-data-types-and-suffixes" %) 503 - 504 504 == 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 ΓÇ£moneyΓÇ¥orΓÇ£timeΓÇ¥which can only be expressed by using an appropriate unit suffix:438 +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: 507 507 508 508 * {{code}}5000000000L{{/code}} (large integer) 509 509 * {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) ... ... @@ -516,14 +516,8 @@ 516 516 517 517 Here is the complete list of numeric data types and corresponding unit suffixes: 518 518 519 -\\ 520 - 521 521 (% style="margin-left: 0.0px;" %) 522 522 ((( 523 -\\ 524 - 525 - 526 - 527 527 |Data type|Suffix|Examples|Description 528 528 |null|(none)|null|Converted to non-null data type of value 0 when needed. 529 529 |integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. ... ... @@ -557,26 +557,14 @@ 557 557 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 558 558 ))) 559 559 560 -{{no te body="All unit data types are floating point types, except for money, which is an integer data type."/}}486 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 561 561 562 -\\ 563 - 564 - 565 - 566 -(% id="categorybroken_macroanchoroperators" %) 567 - 568 568 == Operators == 569 569 570 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥if they are equal to zero,ΓÇ£trueΓÇ¥otherwise. The following operators, delimiters, and constants are supported:490 +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 -\\ 573 - 574 574 (% style="margin-left: 0.0px;" %) 575 575 ((( 576 -\\ 577 - 578 - 579 - 580 580 |Operator / Delimiter / Constant|Type|Example|Result of example|Description 581 581 |null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 582 582 |false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions ... ... @@ -624,24 +624,24 @@ 624 624 |-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 625 625 | 626 626 lt 627 -\\ <(<)|binary|541 +\\< (<)|binary| 628 628 {{code}}1 lt 3{{/code}} 629 -\\{{code}}1 & amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than543 +\\{{code}}1 < 3{{/code}}|{{code}}true{{/code}}|Less than 630 630 | 631 631 le 632 -\\ <=|binary|546 +\\<=|binary| 633 633 {{code}}1 le 3{{/code}} 634 -\\{{code}}1 & amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to548 +\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 635 635 | 636 636 gt 637 -\\ >(>)|binary|551 +\\> (>)|binary| 638 638 {{code}}1 gt 3{{/code}} 639 -\\{{code}}1 & amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than553 +\\{{code}}1 > 3{{/code}}|{{code}}false{{/code}}|Greater than 640 640 | 641 641 ge 642 -\\ >=|binary|556 +\\>=|binary| 643 643 {{code}}1 ge 3{{/code}} 644 -\\{{code}}1 & amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to558 +\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 645 645 |((( 646 646 = = 647 647 )))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to ... ... @@ -656,20 +656,13 @@ 656 656 {{code}}null{{/code}} 657 657 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 658 658 573 +)))(% id="operator-precedence-rules" %) 574 +(%%) 659 659 660 -\\ 661 - 662 - 663 -))) 664 - 665 -(% id="operator-precedence-rules" %) 666 - 667 667 === Operator precedence rules === 668 668 669 -You can group sub-expressions using parentheses, but if you don ΓÇÖt, 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.\\578 +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 - 672 - 673 673 * Unary operators: +, -, not, typeof, function-style operators (highest precedence) 674 674 * Power operator: ^ 675 675 * Multiplicative: *, /, % ... ... @@ -686,7 +686,7 @@ 686 686 687 687 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: 688 688 689 -* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥of the other type.596 +* Null and something else: The null value will be interpreted as "0" of the other type. 690 690 * Two non-unit integers: The result will be an integer of the largest involved type. 691 691 * Two non-unit numbers, not all integers: The result will be the largest involved float type. 692 692 * Non-unit and unit: The result will be the unit type. ... ... @@ -696,17 +696,17 @@ 696 696 697 697 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: 698 698 699 -* {{code}}(1 + 1)f{{/code}} Γƒ╣{{code}}2f{{/code}}Γƒ╣{{code}}2.0{{/code}}700 -* {{code}}(1h) m / (180deg) i{{/code}} Γƒ╣{{code}}(3600s) m / (3.14rad) i{{/code}}Γƒ╣{{code}}3600m / 3{{/code}}Γƒ╣{{code}}1200m{{/code}}606 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 607 +* {{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: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)609 +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.) 703 703 704 704 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. 705 705 706 706 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: 707 707 708 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣{{code}}'One plus one is equal to 2.'{{/code}}709 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣{{code}}'One plus one is not equal to 11.'{{/code}}615 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 616 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 710 710 711 711 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 712 712 ... ... @@ -714,22 +714,20 @@ 714 714 715 715 === Boolean operators === 716 716 717 -Some additional notes on Boolean operators (such as and, or, not, ==): \\624 +Some additional notes on Boolean operators (such as and, or, not, ==): 718 718 719 - 720 - 721 721 * 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 ΓÇ£andΓÇ¥. They will be interpreted asΓÇ£trueΓÇ¥if they are **non-zero** or **non-numeric**.627 +* 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**. 723 723 * != 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 -* ΓÇ£andΓÇ¥andΓÇ£orΓÇ¥use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation725 -** Example:{{code}} false and $foo{{/code}} Γƒ╣{{code}}false{{/code}} (the value of $foo is not checked at all)629 +* "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 630 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 726 726 * 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 ΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.632 +* <, <=, >, >= 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. 728 728 729 -\\ 730 730 731 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting 732 732 636 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 637 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 733 733 734 734 {{{==}}} 735 735 ... ... @@ -740,25 +740,25 @@ 740 740 741 741 See also the section about [[value properties>>MediaWiki.NULL]]. 742 742 743 -Instead of ΓÇÿ%1 %2 %3 ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.648 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 744 744 \\To get a percent character in the result string, use '%%' in the format string. 745 745 \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 746 746 \\**[New as of X Rebirth 4.0]** 747 747 \\ 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}} Γƒ╣{{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)750 -* {{code}}'%.3s'.[123.4]{{/code}} Γƒ╣{{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)751 -* {{code}}'%,.1s'.[12345.67]'{{/code}} Γƒ╣{{code}}'12,345.7'{{/code}} (combination of the above)654 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 655 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 656 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 752 752 753 753 Additional remarks: 754 754 755 755 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 756 -* ┬áIf "," is used without "." then any fractional digits are discarded.661 +* If "," is used without "." then any fractional digits are discarded. 757 757 * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero). 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."/}}666 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 762 762 763 763 764 764 ... ... @@ -770,19 +770,19 @@ 770 770 771 771 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]]. 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 ΓÇ£[ ]ΓÇ¥.678 +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 -{{no te body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}680 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}} 776 776 777 777 778 778 779 779 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. 780 780 781 -{{no te body="When using<remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.686 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 782 782 783 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List"exact="$List.{$List.count}"/>688 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 784 784 785 -If you know the index, simply use <remove_value/>e.g.<remove_value name="$List.{$List.count}"/>"/}}690 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}} 786 786 787 787 788 788 ... ... @@ -804,15 +804,15 @@ 804 804 805 805 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 806 806 807 -* {{code}}table[]{{/code}} Γƒ╣creates an empty table808 -* {{code}}table[{0} = null]{{/code}} Γƒ╣creates a table that maps the number 0 to null\\712 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 713 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 809 809 810 810 811 811 812 -* {{code}}table[{'$foo'} = 'bar']{{/code}} Γƒ╣a table that maps the string '$foo' to the string 'bar'813 -* {{code}}table[$foo = 'bar']{{/code}} Γƒ╣exactly the same, just a shorter notation for string keys814 -* {{code}}table[foo = 'bar']{{/code}} Γƒ╣error, 'foo' does not start with a '$'815 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} Γƒ╣a table that maps 1 to an empty list and 2 to an empty table\\717 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 718 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 719 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 720 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 816 816 817 817 818 818 ... ... @@ -824,33 +824,33 @@ 824 824 825 825 == 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 ΓÇÖs state, properties are used.732 +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 ΓÇÖt 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.734 +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. 830 830 831 831 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: 832 832 833 -* 1 Γƒ╣42834 -* 2 Γƒ╣null835 -* 3 Γƒ╣'text'836 -* 'count' Γƒ╣3738 +* 1 ⟹ 42 739 +* 2 ⟹ null 740 +* 3 ⟹ 'text' 741 +* 'count' ⟹ 3 837 837 838 838 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. 839 839 840 840 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}} Γƒ╣100 (reading the first element)843 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣'world' (second element of the inner list, which is the third element of the outer list)844 -* {{code}}[].{'count'}{{/code}} Γƒ╣0845 -* {{code}}table[{21} = 42].{21}{{/code}} Γƒ╣42\\747 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 748 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 749 +* {{code}}[].{'count'}{{/code}} ⟹ 0 750 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 846 846 847 847 848 848 849 -In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥orΓÇ£classΓÇ¥. You can write this like above:754 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 850 850 851 851 * {{code}}[42].{'count'}{{/code}} 852 852 * {{code}}$ship.{'name'}{{/code}} 853 -* {{code}}$ship.{'class'} ┬á{{/code}}758 +* {{code}}$ship.{'class'}{{/code}} 854 854 * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 855 855 856 856 ... ... @@ -864,7 +864,7 @@ 864 864 865 865 866 866 867 -(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)772 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 868 868 869 869 A list has even more properties: 870 870 ... ... @@ -872,19 +872,19 @@ 872 872 873 873 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 874 874 875 -* {{code}}[1, 6, 8].min{{/code}} Γƒ╣1780 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 876 876 877 877 **average'** returns the average (but all element types have to be compatible) 878 878 879 -* {{code}}[1, 6, 8].average{{/code}} Γƒ╣5784 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 880 880 881 -**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it ΓÇÖs not in the list786 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list 882 882 883 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣3788 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 884 884 885 885 **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 886 886 887 -* {{code}}[1, 6, 8].clone{{/code}} Γƒ╣{{code}}[1, 6, 8]{{/code}}792 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 888 888 889 889 A table has different properties: 890 890 ... ... @@ -904,7 +904,7 @@ 904 904 905 905 906 906 907 -{{no te 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'.{[...]}."/}}812 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 908 908 909 909 910 910 ... ... @@ -913,24 +913,24 @@ 913 913 914 914 {{{===}}} 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 ΓÇ£?ΓÇ¥to the lookup, which yields true or false:821 +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: 917 917 918 -* {{code}}$list.{5}{{/code}} Γƒ╣The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error919 -* {{code}}$list.{5}?{{/code}} Γƒ╣true if $list exists and has the property 5, false otherwise920 -* {{code}}$table.$key?{{/code}} Γƒ╣Analogously, true if $table exists and has the string property '$key'\\823 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 824 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 825 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 921 921 922 922 923 923 924 924 The question mark can even be applied to variables: 925 925 926 -* {{code}}$list{{/code}} Γƒ╣The value stored under the name $list, or an error if there is no such variable927 -* {{code}}$list?{{/code}} Γƒ╣true if the variable exists, false otherwise831 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 832 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 928 928 929 -To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥as prefix:834 +To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 930 930 931 -* {{code}}@$list.{5}{{/code}} Γƒ╣The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)932 -* {{code}}@$list{{/code}} Γƒ╣The list if this variable exists, null otherwise933 -* {{code}}@$list.{5}.{1}{{/code}} Γƒ╣The first element of the fifth element of $list, if it exists, null otherwise836 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 837 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 838 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 934 934 935 935 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. 936 936 ... ... @@ -940,7 +940,7 @@ 940 940 941 941 === 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 ΓÇ£classΓÇ¥data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the typeΓÇ£classΓÇ¥, there is a valueΓÇ£classΓÇ¥that can be used to access the classes.848 +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. 944 944 945 945 Here are a few enumeration classes and corresponding example lookup values: 946 946 ... ... @@ -994,15 +994,15 @@ 994 994 \\faction.argongovernment|Factions 995 995 ))) 996 996 997 -{{no te body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:902 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 998 998 999 999 <code>typeof $value == datatype.faction</code> 1000 1000 1001 -However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''"instead. For example, to check if the variable $value is a string, use the following term:906 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 1002 1002 1003 -<code>(typeof $value).isstring</code>"/}} 908 +<code>(typeof $value).isstring</code>"{{/info}} 1004 1004 1005 -{{info body="There is also the datatypeΓÇ£tagΓÇ¥with the lookup nameΓÇ£tagΓÇ¥- however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, likeΓÇ£tag.misionΓÇ¥instead ofΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tagΓÇ£misionΓÇ¥is created on its first use."/}}910 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}} 1006 1006 1007 1007 \\ 1008 1008 ... ... @@ -1012,11 +1012,11 @@ 1012 1012 1013 1013 === Player properties === 1014 1014 1015 -You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:920 +You can access many player-related game properties via the keyword "player": 1016 1016 1017 -* player.**name**: The player ΓÇÖs name922 +* player.**name**: The player's name 1018 1018 * player.**age**: The passed in-game time since game start 1019 -* player.**money**: The money in the player ΓÇÖs account924 +* player.**money**: The money in the player's account 1020 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\\ 1021 1021 1022 1022 ... ... @@ -1043,7 +1043,7 @@ 1043 1043 * available 1044 1044 * isclass.(...) 1045 1045 1046 -These properties will not cause errors when used on ΓÇ£nullΓÇ¥or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keywordΓÇ£availableΓÇ¥is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.951 +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. 1047 1047 1048 1048 (% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 1049 1049 ... ... @@ -1053,13 +1053,13 @@ 1053 1053 **[New as of X Rebirth 4.0]** 1054 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. 1055 1055 1056 -* {{code}}$money.formatted.{'formatstring'} ┬á{{/code}}961 +* {{code}}$money.formatted.{'formatstring'}{{/code}} 1057 1057 * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 1058 1058 1059 1059 1060 1060 1061 1061 * {{code}}$time.formatted.{'formatstring'}{{/code}} 1062 -* {{code}}$time.formatted.default{{/code}} ┬á(using default format string '%T')967 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 1063 1063 1064 1064 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1065 1065 ... ... @@ -1089,20 +1089,20 @@ 1089 1089 1090 1090 1091 1091 1092 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}} Γƒ╣{{code}}'1,234'{{/code}}1093 -* {{code}}(1234Cr).formatted.default{{/code}} Γƒ╣{{code}}'1,234'{{/code}} (same as {'%s'})1094 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}} Γƒ╣{{code}}'1,234.00 Cr'{{/code}}1095 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}} Γƒ╣{{code}}'1 k'{{/code}} (rounding towards zero)1096 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}} Γƒ╣{{code}}'0 M'{{/code}}997 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 998 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 999 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 1000 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 1001 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 1097 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}} Γƒ╣{{code}}'00:02:31'{{/code}}1103 -* {{code}}(151s).formatted.default{{/code}} Γƒ╣{{code}}'00:02:31'{{/code}} (same as {'%T'})1104 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} Γƒ╣{{code}}'00:02:31.000'{{/code}}1105 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} Γƒ╣{{code}}'0:02'{{/code}}1007 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1008 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1009 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1010 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1106 1106 1107 1107 (% id="complete-property-documentation" %) 1108 1108 ... ... @@ -1114,26 +1114,26 @@ 1114 1114 1115 1115 1116 1116 1117 -{{no te 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:1022 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1118 1118 1119 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy"has to be changed to"false".1120 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files "/}}1024 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1025 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 1121 1121 1122 1122 1123 1123 1124 -This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥and properties. To filter in this list, you can enter an expression in the text field:1029 +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 1126 * Enter the beginning of a base keyword 1127 -* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable1128 -* To see the properties of a base keyword or data type, enter a dot ( ΓÇ£.ΓÇ¥)1032 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 1033 +* To see the properties of a base keyword or data type, enter a dot (".") 1129 1129 * After the dot, you can enter a property name 1130 -* You can also enter a dot ( ΓÇ£.ΓÇ¥) as first character to search globally for a property1035 +* You can also enter a dot (".") as first character to search globally for a property 1131 1131 1132 1132 \\ 1133 1133 1134 1134 1135 1135 1136 -{{no te 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 datatypeΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}1041 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}} 1137 1137 1138 1138 1139 1139 ... ... @@ -1143,7 +1143,7 @@ 1143 1143 1144 1144 = 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 ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the commandΓÇ£refreshmdΓÇ¥on the in-game command line. This is a convenient way to update MD scripts while the game is already running.1051 +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 ... ... @@ -1172,9 +1172,9 @@ 1172 1172 1173 1173 1174 1174 1175 -{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}1080 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 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."/}}1082 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}} 1178 1178 1179 1179 1180 1180 ... ... @@ -1186,13 +1186,13 @@ 1186 1186 1187 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. 1188 1188 1189 -{{code}} <cue┬á[...] version="42">┬á<conditions>[...]</conditions>┬á<actions>[...]</actions>┬á<patch┬ásinceversion="42">┬á┬á┬á[patch actions]┬á</patch></cue>{{/code}}1094 +{{code language="xml"}}<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, ΓÇ£completeΓÇ¥by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.1096 +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. 1192 1192 1193 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. 1194 1194 1195 -{{no te body="The<patch>elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}1100 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1196 1196 1197 1197 1198 1198 ... ... @@ -1212,41 +1212,38 @@ 1212 1212 1213 1213 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1214 1214 1215 -{{code}} <check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}}1120 +{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1216 1216 1217 1217 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1218 1218 1219 -{{code}} <check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr"max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}}1124 +{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}} 1220 1220 1221 -{{no te body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}1126 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1222 1222 1223 1223 1224 1224 1225 1225 \\ 1226 1226 1227 -(% id="categorybroken_macroanchorrandom-ranges" %) 1228 - 1229 1229 == Random ranges == 1230 1230 1231 1231 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1232 1232 1233 -{{code}} <set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}}1136 +{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1234 1234 1235 1235 To select a random element from a list, this syntax can be used: 1236 1236 1237 -{{code}} <set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}}1140 +{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1238 1238 1239 1239 To get a random number within a given range, you can use min/max: 1240 1240 1241 -{{code}} <set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}}1144 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1242 1242 1243 1243 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1244 1244 1245 -You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥being the default (all values in the range are equally likely). If you select another profile, e.g.ΓÇ£increasingΓÇ¥to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).1148 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1246 1246 1247 -{{code}} <set_value┬áname="$foo"┬ámin="-20"┬ámax="20"profile="profile.increasing"scale="4"/>{{/code}}1150 +{{code language="xml"}}<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;" %)┬á 1250 1250 \\(% id="variables-and-namespaces" %) 1251 1251 1252 1252 = Variables and namespaces = ... ... @@ -1253,44 +1253,43 @@ 1253 1253 1254 1254 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). 1255 1255 1256 - (% style="color: rgb(0,0,255);text-decoration: none;" %)1158 + 1257 1257 \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1258 1258 1259 1259 == Creating and removing variables == 1260 1260 1261 - {{{You can create variables with certain actions and conditions, such as the<set_value>action:}}}1163 +You can create variables with certain actions and conditions, such as the <set_value> action: 1262 1262 1263 -{{code}} ┬á<set_value┬áname="$foo"┬áexact="$bar + 1"/>{{/code}}1165 +{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1264 1264 1265 -<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)1167 +<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 ΓÇ£**set**ΓÇ¥, but there are more:ΓÇ£**add**ΓÇ¥,ΓÇ£**subtract**ΓÇ¥, andΓÇ£**insert**ΓÇ¥. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.1169 +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. 1268 1268 1269 -{{code}} <set_value┬áname="$foo"┬áoperation="add"/>{{/code}}1171 +{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}} 1270 1270 1271 1271 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1272 1272 1273 -{{code}} <set_value┬áname="$list.{1}"┬áexact="42"/><set_value┬áname="$table.$foo"┬áexact="42"/>{{/code}}\\1175 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1274 1274 1275 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): 1276 1276 1277 -{{code}} <set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert"/>{{/code}}1179 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1278 1278 1279 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. 1280 1280 1281 1281 Appending is easier than that. The following actions are equivalent: 1282 1282 1283 -{{code}} <set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert"/><append_to_list┬áname="$list"┬áexact="42"/>{{/code}}1185 +{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1284 1284 1285 1285 Inserting at a position below 1 or above $list.count + 1 is not possible. 1286 1286 1287 1287 To remove variables or list/table entries, use <remove_value>: 1288 1288 1289 -{{code}} <remove_value┬áname="$foo"/><remove_value┬áname="$list.{1}"/><remove_value┬áname="$table.$foo"/>{{/code}}\\1191 +{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1290 1290 1291 1291 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1292 1292 1293 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1294 1294 \\\\\\(% id="accessing-remote-variables" %) 1295 1295 1296 1296 == Accessing remote variables == ... ... @@ -1297,40 +1297,37 @@ 1297 1297 1298 1298 You can also read and write variables in other cues by using the variable name as property key: 1299 1299 1300 -{{code}} <set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0"/><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo"/>{{/code}}1201 +{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1301 1301 1302 1302 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1303 1303 1304 -{{code}} <set_value┬áname="static.$counter"┬áoperation="add"/><set_value┬áname="parent.$foo"┬áexact="42"/><set_value┬áname="this.$bar"┬áexact="parent"/><set_value┬áname="$baz"┬áexact="this.$bar.$foo"/>{{/code}}1205 +{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1305 1305 1306 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1307 1307 \\\\\\(% id="namespaces" %) 1308 1308 1309 1309 == Namespaces == 1310 1310 1311 -In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥cue. This can be necessary: the expressionΓÇ£$fooΓÇ¥may be different from the expressionΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.1211 +In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. 1312 1312 1313 1313 Consider this case: 1314 1314 1315 -{{code}} <cue┬áname="Root">┬á<actions>┬á┬á<set_value┬áname="$foo"/>┬á</actions>┬á<cues>┬á┬á<cue┬áname="SubCue">[...]┬á┬á</cue>┬á</cues></cue>{{/code}}1215 +{{code language="xml"}}<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 $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥orΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write justΓÇ£$fooΓÇ¥- 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 inΓÇ£thisΓÇ¥cue.1217 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue. 1318 1318 1319 -You can also use the keyword ΓÇ£**namespace**ΓÇ¥in expressions to get the namespace cue.1219 +You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1320 1320 1321 1321 (% id="defining-a-cues-namespace" %) 1322 1322 1323 -=== Defining a cue ΓÇÖs namespace ===1223 +=== Defining a cue's namespace === 1324 1324 1325 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: 1326 1326 1327 -* **this**: Use ΓÇ£thisΓÇ¥cue as namespace, even for instances: $foo == this.$foo1328 -* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo1329 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.1227 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1228 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1229 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1330 1330 1331 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1332 1332 1232 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1333 1333 1334 -{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example: 1335 - 1336 -<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}} 1234 +<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}