Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32206.1
edited by Daniel Turner
on 2023/05/09 17:28
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To version 31076.1
edited by Daniel Turner
on 2023/04/14 17:17
Change comment: There is no comment for this version

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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.\\
1 +{{info body="Please note that this is officially-maintained documentation.
2 2  
3 -An introduction to the original MD can be found in the[[ (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page."/}}
4 4  
5 -This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 -{{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}
8 8  
9 -\\
7 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
10 10  
9 +
10 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.
11 +
12 +
13 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %) (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
14 +
15 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
16 +
17 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.
18 +
19 +
20 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
21 +
22 +
11 11  (% id="table-of-contents" %)
12 12  
13 -{{toc/}}
25 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) =
14 14  
15 -= Table of Contents =
27 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
16 16  
17 -{{{__TOC__ }}}
29 +{{toc/}}
18 18  
19 -\\
31 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
20 20  
33 +
21 21  (% id="md-scripts" %)
22 22  
23 -= MD scripts =
36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) =
24 24  
25 -MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions.
38 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions.
26 26  
27 -MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
40 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
28 28  
29 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
42 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
30 30  
31 -This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
44 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
32 32  
33 33  {{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
34 34  
... ... @@ -38,31 +38,34 @@
38 38  
39 39  (% id="categorybroken_macroanchorscript-debug-output" %)
40 40  
41 -== Script debug output ==
54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) ==
42 42  
43 -The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
56 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
44 44  
45 -To collect all messages in a file, start the game with the following parameters on the command line:
58 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line:
46 46  
47 -{{code}}-logfile debuglog.txt{{/code}}
60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}}
48 48  
49 -All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line:
62 +(% style="color: rgb(0,0,0);text-decoration: none;" %)All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line:
50 50  
51 -{{code}}-debug scripts{{/code}}
64 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}}
52 52  
53 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
66 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.
54 54  
55 -The script action <debug_text> can be used to print debug messages from within a script.\\
56 56  
57 -\\
69 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script.
58 58  
71 +
72 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
73 +
74 +
59 59  (% id="md-script-structure" %)
60 60  
61 -= MD script structure =
77 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) =
62 62  
63 -In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file.
79 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file.
64 64  
65 -The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
81 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
66 66  
67 67  {{code language="xml"}}
68 68  <?xml version="1.0" encoding="utf-8"?>
... ... @@ -69,9 +69,9 @@
69 69  <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
70 70  {{/code}}
71 71  
72 -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.
88 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
73 73  
74 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
90 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
75 75  
76 76  {{code language="xml"}}
77 77  <?xml version="1.0" encoding="utf-8"?>
... ... @@ -85,37 +85,36 @@
85 85  </mdscript>
86 86  {{/code}}
87 87  
88 - 
104 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
89 89  
90 90  (% id="categorybroken_macroanchorcues" %)
91 91  
92 -== Cues ==
108 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) ==
93 93  
94 -Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
110 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
95 95  
96 -A cue can have the following states:
112 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states:
97 97  
98 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
99 -* **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met.
100 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\
101 -
102 -
103 -
104 -* **Complete**: The cue has finished performing its actions.
105 -* **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue.
106 -
114 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing.
115 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met.
116 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state.
107 107  \\
118 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions.
119 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue.
108 108  
121 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
109 109  
110 110  
111 -{{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
124 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />
125 +</span>"/}}
112 112  
113 113  
114 114  
115 -\\
129 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
116 116  
117 -This is how a cue node looks like:
118 118  
132 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like:
133 +
119 119  {{code language="xml"}}
120 120  <cue name="CueName">
121 121   <conditions> [...]
... ... @@ -128,21 +128,22 @@
128 128  </cue>
129 129  {{/code}}
130 130  
131 -The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.
146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.
132 132  
133 -\\
148 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
134 134  
150 +
135 135  (% id="categorybroken_macroanchorconditions" %)
136 136  
137 -== Conditions ==
153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) ==
138 138  
139 -The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions.
155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions.
140 140  
141 -**Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
157 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
142 142  
143 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix 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.
159 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
144 144  
145 -Example for an event condition:
161 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition:
146 146  
147 147  {{code language="xml"}}
148 148  <conditions>
... ... @@ -150,7 +150,7 @@
150 150  </conditions>
151 151  {{/code}}
152 152  
153 -Example for an event condition with an additional (non-event) check:
169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check:
154 154  
155 155  {{code language="xml"}}
156 156  <conditions>
... ... @@ -159,7 +159,7 @@
159 159  </conditions>
160 160  {{/code}}
161 161  
162 -Example for an event condition with two alternative events and a common additional check:
178 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check:
163 163  
164 164  {{code language="xml"}}
165 165  <conditions>
... ... @@ -174,24 +174,22 @@
174 174  </conditions>
175 175  {{/code}}
176 176  
177 -For more information about expressions and event parameters, see below.
193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below.
178 178  
179 -**<check_all>** and **<check_any>** can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.
195 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.
180 180  
181 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
197 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %).
182 182  
183 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥ and ΓÇ£//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).\\
199 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
200 +\\
201 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
184 184  
203 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
185 185  
205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
186 186  
187 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start.
188 188  
189 -Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
190 -
191 -Examples:
192 -
193 -Check conditions every 5 seconds, but start checking only 1 hour after game start.
194 -
195 195  {{code language="xml"}}
196 196  <cue name="Foo" checktime="1h" checkinterval="5s">
197 197   <conditions>
... ... @@ -199,7 +199,7 @@
199 199  </cue>
200 200  {{/code}}
201 201  
202 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.
216 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.
203 203  
204 204  {{code language="xml"}}
205 205  <cue name="Foo" checktime="player.age + 3s" onfail="cancel">
... ... @@ -208,7 +208,7 @@
208 208  </cue>
209 209  {{/code}}
210 210  
211 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
225 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
212 212  
213 213  \\
214 214  
... ... @@ -222,25 +222,25 @@
222 222  
223 223  (% id="actions" %)
224 224  
225 -== Actions ==
239 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) ==
226 226  
227 -The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
241 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
228 228  
229 229  {{code language="xml"}}
230 230  <delay min="10s" max="30s"/>
231 231  {{/code}}
232 232  
233 -Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that:
247 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that:
234 234  
235 235  {{code language="xml"}}
236 236  <event_cue_completed cue="parent"/>
237 237  {{/code}}
238 238  
239 -<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
253 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
240 240  
241 -Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
255 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
242 242  
243 -Example, which selects one of the three texts randomly:
257 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly:
244 244  
245 245  {{code language="xml"}}
246 246  <actions>
... ... @@ -254,33 +254,34 @@
254 254  
255 255  
256 256  
257 -{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}
271 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}}
258 258  
259 259  
260 260  
261 -Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
275 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
262 262  
263 -Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
264 264  
265 -**<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
279 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
266 266  
267 -Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
281 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
268 268  
269 -\\
283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
270 270  
271 - 
272 272  
286 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
287 +
273 273  (% id="libraries" %)
274 274  
275 -= Libraries =
290 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) =
276 276  
277 -Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
292 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
278 278  
279 -{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}
294 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}}
280 280  
281 281  
282 282  
283 -Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
298 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
284 284  
285 285  {{code language="xml"}}
286 286  <library name="LibFoo" checktime="1h" checkinterval="5s">
... ... @@ -289,25 +289,25 @@
289 289  </library>
290 290  {{/code}}
291 291  
292 -Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
307 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
293 293  
294 -To use a library, use the attribute ref:
309 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref:
295 295  
296 296  {{code language="xml"}}
297 297  <cue name="Foo" ref="LibFoo"/>
298 298  {{/code}}
299 299  
300 -This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix:
315 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix:
301 301  
302 302  {{code language="xml"}}
303 303  <cue name="Foo" ref="md.ScriptName.LibFoo"/>
304 304  {{/code}}
305 305  
306 -When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.)
321 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%))
307 307  
308 -Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!
323 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!
309 309  
310 -In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:
325 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:
311 311  
312 312  {{code language="xml"}}
313 313  <cue name="Foo" ref="LibFoo"/>
... ... @@ -335,21 +335,21 @@
335 335  
336 336  
337 337  
338 -So when writing the library, you 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.
353 +(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
339 339  
340 -Notes:
355 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes:
341 341  
342 -* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).
343 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
344 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
357 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).
358 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
359 +** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
345 345  
346 346  (% id="library-parameters" %)
347 347  
348 -== Library Parameters ==
363 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) ==
349 349  
350 -A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
365 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
351 351  
352 -Parameters are defined like this:
367 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this:
353 353  
354 354  {{code language="xml"}}
355 355  <library name="Lib" onfail="cancel">
... ... @@ -362,7 +362,7 @@
362 362  </library>
363 363  {{/code}}
364 364  
365 -If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
380 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs 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$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
389 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
375 375  
376 376  {{code language="xml"}}
377 377  <library name="Lib">
... ... @@ -384,140 +384,148 @@
384 384  </library>
385 385  {{/code}}
386 386  
387 -If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
402 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
388 388  
389 -\\
404 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
390 390  
391 - 
392 392  
407 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
408 +
393 393  (% id="instantiation" %)
394 394  
395 -= Instantiation =
411 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) =
396 396  
397 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
398 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
399 -\\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
400 -\\\\\\\\\\(% id="cleaning-up-instances-explicitly" %)
413 +(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again.
401 401  
402 -== Cleaning up instances explicitly ==
415 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
403 403  
404 -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 cueΓÇÖs 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.
417 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
405 405  
406 -{{info body="&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}}
419 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
407 407  
408 408  
422 +(% id="cleaning-up-instances-explicitly" %)
409 409  
424 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) ==
425 +
426 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
427 +
428 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}}
429 +
430 +
431 +
410 410  (% id="access-to-instances" %)
411 411  
412 -== Access to instances ==
434 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) ==
413 413  
414 414  
415 415  
416 -{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
438 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}}
417 417  
418 418  
419 419  
420 -In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
442 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
421 421  
422 -When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
444 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
423 423  
424 -Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
446 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
425 425  
426 -Example chart:
448 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart:
427 427  
428 -[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\
450 +(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]
429 429  
430 -This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
431 431  
432 -Example situations:
453 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
433 433  
434 -* In the static tree: Cue names in expressions are always resolved to the static cues.
435 -* In the inst-2 tree: 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.
455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations:
440 440  
441 -In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
457 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues.
458 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
459 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
460 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
461 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
462 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
442 442  
443 -To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves.
464 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
444 444  
445 -In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).**
466 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves.
446 446  
447 -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.)
468 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)**
448 448  
449 -\\
470 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.)
450 450  
451 -(% id="pitfalls" %)
472 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
452 452  
453 -== Pitfalls ==
454 454  
455 -Some additional common pitfalls with respect to instantiation are listed here. There may be more.
475 +(% id="pitfalls" %)
456 456  
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:\\
477 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) ==
458 458  
459 -{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
460 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more.
480 +
481 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword:
482 +\\{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
483 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
461 461  \\{{code}}&lt;set_value┬áname=&quot;$foo&quot;┬áexact=&quot;static.$foo&quot;/&gt;{{/code}}
485 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
486 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances.
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 donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
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 wouldnΓÇÖt exist under other circumstances.
488 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
465 465  
466 - 
467 -
468 468  (% id="categorybroken_macroanchorexpressions" %)
469 469  
470 -= Expressions =
492 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) =
471 471  
472 -Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**\\
494 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)
473 473  
474 474  
497 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number)
498 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number)
499 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number)
500 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
501 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number)
475 475  
476 -* {{code}}0{{/code}} (integer number)
477 -* {{code}}0772{{/code}} (leading 0 means octal integer number)
478 -* {{code}}3.14159{{/code}} (floating point number)
479 -* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
480 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
481 481  
482 482  
505 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}}
483 483  
484 -{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}
485 485  
486 486  
509 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes:
487 487  
488 -You can write string literals by putting the string in single quotes:
489 -
490 490  * {{code}}'Hello world'{{/code}}
491 -* {{code}}''{{/code}} (empty string)
512 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)
492 492  * {{code}}'String with a line break\n'{{/code}}
493 493  
494 494  
495 495  
496 -{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}
517 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&amp;lt; &amp;gt; &amp;quot; &amp;amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}}
497 497  
498 498  
499 499  
500 -\\
521 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
501 501  
523 +
502 502  (% id="numeric-data-types-and-suffixes" %)
503 503  
504 -== Numeric data types and suffixes ==
526 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) ==
505 505  
506 -Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
528 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
507 507  
508 -* {{code}}5000000000L{{/code}} (large integer)
509 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
510 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
511 -* {{code}}500m{{/code}} (Length in metres)
512 -* {{code}}10s{{/code}} (Time in seconds)
513 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
530 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer)
531 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
532 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
533 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres)
534 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds)
535 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
514 514  
515 -A space between number and suffix is allowed.
537 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed.
516 516  
517 -Here is the complete list of numeric data types and corresponding unit suffixes:
539 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes:
518 518  
519 -\\
541 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
520 520  
543 +
521 521  (% style="margin-left: 0.0px;" %)
522 522  (((
523 523  \\
... ... @@ -524,40 +524,40 @@
524 524  
525 525  
526 526  
527 -|Data type|Suffix|Examples|Description
528 -|null|(none)|null|Converted to non-null data type of value 0 when needed.
529 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
530 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer.
531 -|float|f|
532 -3.14
533 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
534 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision).
535 -|money|ct (default)
536 -\\Cr|200Cr
537 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
538 -|length|
539 -m (default)
540 -\\km|
541 -500m
542 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres.
543 -|angle|
544 -rad (default)
545 -\\deg|
546 -90deg
547 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians.
548 -|hitpoints|hp|100hp|Hit points
549 -|time|
550 -ms
551 -\\s (default)
552 -\\min
553 -\\h|
554 -800ms
555 -\\1.5s
556 -\\10min
557 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
550 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
551 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed.
552 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them.
553 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer.
554 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f|
555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%)
556 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
557 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision).
558 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default)
559 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr
560 +\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
561 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length|
562 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%)
563 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km|
564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%)
565 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres.
566 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle|
567 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%)
568 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg|
569 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%)
570 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians.
571 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points
572 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time|
573 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%)
574 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%)
575 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)
576 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h|
577 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%)
578 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%)
579 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%)
580 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
558 558  )))
559 559  
560 -{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
583 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}}
561 561  
562 562  \\
563 563  
... ... @@ -565,12 +565,13 @@
565 565  
566 566  (% id="categorybroken_macroanchoroperators" %)
567 567  
568 -== Operators ==
591 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) ==
569 569  
570 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported:
593 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported:
571 571  
572 -\\
595 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
573 573  
597 +
574 574  (% style="margin-left: 0.0px;" %)
575 575  (((
576 576  \\
... ... @@ -577,77 +577,75 @@
577 577  
578 578  
579 579  
580 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description
581 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
582 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
583 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
584 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
585 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
586 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
604 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
605 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above
606 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions
607 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions
608 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)π as an angle (same as 180deg)
609 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping
610 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values
587 587  |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
588 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
612 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB
589 589  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
590 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
591 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
592 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
593 -|typeof|unary|
614 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect)
615 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number
616 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise
617 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
594 594  {{code}}typeof null{{/code}}
595 595  \\{{code}}typeof 0{{/code}}
596 596  \\{{code}}typeof 'Hello world'{{/code}}|
597 597  {{code}}datatype.null{{/code}}
598 598  \\{{code}}datatype.integer{{/code}}
599 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
600 -|sin|unary|
623 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
624 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
601 601  {{code}}sin(30deg){{/code}}
602 602  \\{{code}}sin(pi){{/code}}|
603 603  {{code}}0.5{{/code}}
604 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
605 -|cos|unary|
628 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)
629 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
606 606  {{code}}cos(60deg){{/code}}
607 607  \\{{code}}cos(pi){{/code}}|
608 608  {{code}}0.5{{/code}}
609 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
610 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
611 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
612 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
613 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
614 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
615 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
616 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
617 -|+|binary|
633 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)
634 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required)
635 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required)
636 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required)
637 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power
638 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication
639 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division
640 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division)
641 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
618 618  {{code}}1 + 1{{/code}}
619 619  \\{{code}}'Hello' + ' world'{{/code}}|
620 620  {{code}}2{{/code}}
621 621  \\{{code}}'Hello world'{{/code}}|
622 -Addition
623 -\\String concatenation
624 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)
647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation
648 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction
625 625  |
626 -lt
627 -\\&lt; (<)|binary|
650 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)
651 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt; (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
628 628  {{code}}1 lt 3{{/code}}
629 -\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
653 +\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than
630 630  |
631 -le
632 -\\&lt;=|binary|
655 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)
656 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
633 633  {{code}}1 le 3{{/code}}
634 -\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
658 +\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to
635 635  |
636 -gt
637 -\\&gt; (>)|binary|
660 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)
661 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt; (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
638 638  {{code}}1 gt 3{{/code}}
639 -\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
663 +\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than
640 640  |
641 -ge
642 -\\&gt;=|binary|
665 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)
666 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
643 643  {{code}}1 ge 3{{/code}}
644 -\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
645 -|(((
646 -= =
647 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
648 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
649 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
650 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
668 +\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to
669 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to
670 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to
671 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics)
672 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics)
651 651  |
652 652  if ... then ...
653 653  \\if ... then ... else ...|ternary|
... ... @@ -664,92 +664,95 @@
664 664  
665 665  (% id="operator-precedence-rules" %)
666 666  
667 -=== Operator precedence rules ===
689 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) ===
668 668  
669 -You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.\\
691 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
670 670  
671 671  
694 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence)
695 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^
696 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, %
697 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, -
698 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge
699 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, !=
700 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and
701 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or
702 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence)
672 672  
673 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence)
674 -* Power operator: ^
675 -* Multiplicative: *, /, %
676 -* Additive: +, -
677 -* Comparison: lt, le, gt, ge
678 -* Equality: ==, !=
679 -* and
680 -* or
681 -* if/then/else (lowest precedence)
682 -
683 683  (% id="type-conversion" %)
684 684  
685 -=== Type conversion ===
706 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) ===
686 686  
687 -When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
708 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
688 688  
689 -* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
690 -* Two non-unit integers: The result will be an integer of the largest involved type.
691 -* Two non-unit numbers, not all integers: The result will be the largest involved float type.
692 -* Non-unit and unit: The result will be the unit type.
693 -* Two different units: The types are incompatible. This is an error, the result is undefined.
710 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type.
712 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type.
713 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type.
714 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined.
694 694  
695 -For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
716 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
696 696  
697 -There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
718 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
698 698  
699 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
700 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
720 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
701 701  
702 -When converting to a non-default unit type, this means you interpret the number as in the given units: 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.)
723 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
703 703  
704 -The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
725 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
705 705  
706 -Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
727 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
707 707  
708 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
709 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
729 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
730 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
710 710  
711 -As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
732 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
712 712  
713 713  (% id="boolean-operators" %)
714 714  
715 -=== Boolean operators ===
736 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) ===
716 716  
717 -Some additional notes on Boolean operators (such as and, or, not, ==):\\
738 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==):
718 718  
719 719  
741 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0).
742 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %).
743 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers.
744 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
745 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}false{{/code}} (the value of $foo is not checked at all)
746 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result.
747 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
720 720  
721 -* Of course a Boolean operation always results in true or false (integer 1 or 0).
722 -* Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are **non-zero** or **non-numeric**.
723 -* != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers.
724 -* ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
725 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
726 -* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
727 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
749 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
728 728  
729 -\\
730 730  
731 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting
752 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%)
753 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting
754 +\\(%%) ==
732 732  
756 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
733 733  
734 -{{{==}}}
735 -
736 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
737 -
738 738  * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
739 739  * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
740 740  
741 -See also the section about [[value properties>>MediaWiki.NULL]].
761 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].
742 742  
743 743  Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
744 -\\To get a percent character in the result string, use '%%' in the format string.
745 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
746 -\\**[New as of X Rebirth 4.0]**
747 -\\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number):
748 748  
749 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
750 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
751 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
765 +To get a percent character in the result string, use '%%' in the format string.
752 752  
767 +
768 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action.
769 +
770 +**[New as of X Rebirth 4.0]**
771 +
772 +With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number):
773 +
774 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
775 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
776 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above)
777 +
753 753  Additional remarks:
754 754  
755 755  * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
... ... @@ -758,25 +758,26 @@
758 758  
759 759  
760 760  
761 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
786 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property.</span>"/}}
762 762  
763 763  
764 764  
765 -\\
790 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
766 766  
792 +
767 767  (% id="categorybroken_macroanchorlists" %)
768 768  
769 -== Lists ==
795 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) ==
770 770  
771 -Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
797 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
772 772  
773 -A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥.
799 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥.
774 774  
775 -{{note 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."/}}
801 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}}
776 776  
777 777  
778 778  
779 -Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.
805 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.
780 780  
781 781  {{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
782 782  
... ... @@ -786,163 +786,158 @@
786 786  
787 787  
788 788  
789 -\\
815 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
790 790  
817 +
791 791  (% id="categorybroken_macroanchortables" %)
792 792  
793 -== Tables ==
820 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) ==
794 794  
795 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
822 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
796 796  
797 -Almost all values are allowed as table keys, but there are a few exceptions:
798 798  
799 -* Strings must start with '$', like variables
800 -* null cannot be used as table key (but the number 0 is valid)
801 -* Lists, tables, groups and buildplans cannot be used as table keys\\
825 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions:
802 802  
827 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables
828 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid)
829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys
830 +\\
803 803  
832 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
804 804  
805 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table
835 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null
806 806  
807 -* {{code}}table[]{{/code}} ⟹ creates an empty table
808 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
809 809  
810 810  
811 811  
812 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
813 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
814 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
815 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
840 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps the string '$foo' to the string 'bar'
841 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) exactly the same, just a shorter notation(%%) for string keys
842 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) error, 'foo' does not start with a '$'
843 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps 1 to an empty list and 2 to an empty table
816 816  
817 817  
846 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
818 818  
819 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
820 820  
821 -\\
849 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
822 822  
851 +
823 823  (% id="categorybroken_macroanchorvalue-properties" %)
824 824  
825 -== Value properties ==
854 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) ==
826 826  
827 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.
856 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.
828 828  
829 -Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
830 830  
831 -You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:
860 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:
832 832  
833 -* 1 ⟹ 42
834 -* 2 ⟹ null
835 -* 3 ⟹ 'text'
836 -* 'count' ⟹ 3
862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42
863 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null
864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text'
865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3
837 837  
838 -As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.
867 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.
839 839  
840 -You can look up a property by appending a dot and the key in curly braces:
869 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces:
841 841  
842 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
843 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
844 -* {{code}}[].{'count'}{{/code}} ⟹ 0
845 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
871 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
872 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0
874 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) 42
846 846  
847 847  
877 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
848 848  
849 -In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
850 -
851 851  * {{code}}[42].{'count'}{{/code}}
852 852  * {{code}}$ship.{'name'}{{/code}}
853 853  * {{code}}$ship.{'class'}┬á{{/code}}
854 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
882 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}}
883 +\\
855 855  
885 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent:
856 856  
857 -
858 -But it is easier just to write the property key without braces, which is equivalent:
859 -
860 860  * {{code}}[0].count{{/code}}
861 861  * {{code}}$ship.name{{/code}}
862 862  * {{code}}$ship.class{{/code}}
863 -* {{code}}table[$foo='bar'].$foo{{/code}}\\
890 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}}
891 +\\
864 864  
893 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
865 865  
895 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties:
866 866  
867 -(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
897 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty)
868 868  
869 -A list has even more properties:
899 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric)
870 870  
871 -**random'** returns a randomly chosen element (which requires that the list is non-empty)
901 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} ⟹ 1
872 872  
873 -**min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
903 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible)
874 874  
875 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
905 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹ 5
876 876  
877 -**average'** returns the average (but all element types have to be compatible)
907 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list
878 878  
879 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
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 itΓÇÖs not in the list
911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
882 882  
883 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
913 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
884 884  
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)
915 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties:
886 886  
887 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table
918 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys
888 888  
889 -A table has different properties:
920 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
890 890  
891 -* '**clone'** creates a shallow copy of the table
892 -* '**keys'** allows you to access data about the table's keys
893 893  
894 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
923 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
924 +\\
925 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
926 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
895 895  
896 896  
897 897  
898 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
930 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}}
899 899  
900 900  
901 901  
902 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
903 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
934 +(% id="lookup-tests-and-suppressing-errors" %)(%%)
935 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors
936 +\\(%%) ===
904 904  
938 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
905 905  
940 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
941 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
942 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key'
906 906  
907 -{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}}
908 908  
945 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables:
909 909  
947 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
948 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
910 910  
911 -(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
950 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
912 912  
952 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
953 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
954 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
913 913  
914 -{{{===}}}
956 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
915 915  
916 -If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
917 -
918 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
919 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
920 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
921 -
922 -
923 -
924 -The question mark can even be applied to variables:
925 -
926 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
927 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
928 -
929 -To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
930 -
931 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
932 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
933 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
934 -
935 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
936 -
937 937  \\
938 938  
939 939  (% id="static-lookups" %)
940 940  
941 -=== Static lookups ===
962 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) ===
942 942  
943 -There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
964 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
944 944  
945 -Here are a few enumeration classes and corresponding example lookup values:
966 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values:
946 946  
947 947  (% style="margin-left: 0.0px;" %)
948 948  (((
... ... @@ -950,48 +950,48 @@
950 950  
951 951  
952 952  
953 -|Data type (= value name)|Examples|Description
954 -|class|
955 -class.ship
956 -\\class.ship_xl
957 -\\class.space
958 -\\class.weapon|Component classes
959 -|purpose|
960 -purpose.combat
961 -\\purpose.transportation|Purposes
962 -|killmethod|
963 -killmethod.hitbybullet
964 -\\killmethod.hitbymissile|Ways to die (already used before destruction)
965 -|datatype|
966 -datatype.float
967 -\\datatype.component
968 -\\datatype.class
969 -\\datatype.datatype|Script value datatypes
970 -|profile|
971 -profile.flat
972 -\\profile.increasing
973 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
974 -|cuestate|
975 -cuestate.waiting
976 -\\cuestate.active
977 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]]
978 -|level|
979 -level.easy
980 -\\level.medium
981 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.)
982 -|attention|
983 -attention.insector
984 -\\attention.visible
985 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.)
986 -|ware|
987 -ware.ore
988 -\\ware.silicon|Wares
989 -|race|
990 -race.argon
991 -\\race.boron|Races
992 -|faction|
993 -faction.player
994 -\\faction.argongovernment|Factions
974 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
975 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|
976 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)
977 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)
978 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)
979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes
980 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|
981 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)
982 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes
983 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|
984 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)
985 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction)
986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|
987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)
988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)
989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)
990 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes
991 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|
992 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)
993 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)
994 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
995 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|
996 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)
997 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)
998 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]
999 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|
1000 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)
1001 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)
1002 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.)
1003 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|
1004 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)
1005 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)
1006 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.)
1007 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|
1008 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)
1009 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares
1010 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|
1011 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)
1012 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races
1013 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|
1014 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)
1015 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions
995 995  )))
996 996  
997 997  {{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
... ... @@ -1002,118 +1002,108 @@
1002 1002  
1003 1003  <code>(typeof $value).isstring</code>"/}}
1004 1004  
1005 -{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}
1026 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use.</span>"/}}
1006 1006  
1007 -\\
1028 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
1008 1008  
1009 1009  
1010 -
1011 1011  (% id="player-properties" %)
1012 1012  
1013 -=== Player properties ===
1033 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) ===
1014 1014  
1015 -You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
1035 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
1016 1016  
1017 -* player.**name**: The playerΓÇÖs name
1018 -* player.**age**: The passed in-game time since game start
1019 -* player.**money**: The money in the playerΓÇÖs account
1020 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
1037 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name
1038 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start
1039 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account
1040 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
1041 +\\
1042 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board)
1043 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object
1044 +\\
1045 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity
1046 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC
1021 1021  
1022 -
1023 -
1024 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board)
1025 -* player.**entity**: The actual player object\\
1026 -
1027 -
1028 -
1029 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
1030 -* player.**copilot**: The co-pilot NPC
1031 -
1032 1032  The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't.
1033 -\\(% id="safe-properties" %)
1034 1034  
1035 -=== Safe properties ===
1050 +(% id="safe-properties" %)
1036 1036  
1037 -Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
1052 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) ===
1038 1038  
1039 -* exists
1040 -* isoperational
1041 -* iswreck
1042 -* isconstruction
1043 -* available
1044 -* isclass.(...)
1054 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
1045 1045  
1046 -These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
1056 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists
1057 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational
1058 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck
1059 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction
1060 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available
1061 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...)
1047 1047  
1048 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
1063 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
1049 1049  
1065 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%)
1066 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting
1067 +\\(%%) ===
1050 1050  
1051 -{{{===}}}
1069 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]**
1052 1052  
1053 -**[New as of X Rebirth 4.0]**
1054 -\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
1071 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
1055 1055  
1056 1056  * {{code}}$money.formatted.{'formatstring'}┬á{{/code}}
1057 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
1058 -
1059 -
1060 -
1074 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s')
1075 +\\
1061 1061  * {{code}}$time.formatted.{'formatstring'}{{/code}}
1062 -* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
1077 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %) (%%) (using default format string '%T')
1063 1063  
1064 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
1079 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
1065 1065  
1066 -When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\
1081 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:
1067 1067  
1068 1068  
1069 -
1070 1070  |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.)
1071 1071  |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'.
1072 1072  |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated)
1073 1073  |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout.
1074 1074  
1075 -By default, these options are disabled.
1089 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.
1076 1076  
1077 -More available specifiers (in addition to %s):
1091 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):
1078 1078  
1079 -* %k: Credits (truncated) in kilo format
1080 -* %M: Credits (truncated) in Mega format
1081 -* %G: Credits (truncated) in Giga format
1082 -* %T: Credits (truncated) in Tera format
1083 -* %Cr: Localised "Cr" string
1084 -* %%: A % sign\\
1093 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format
1094 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format
1095 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format
1096 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format
1097 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string
1098 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign
1099 +\\
1085 1085  
1101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
1086 1086  
1087 1087  
1088 -Examples:\\
1104 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}
1105 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'})
1106 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}}
1107 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero)
1108 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}}
1089 1089  
1090 -
1091 -
1092 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
1093 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
1094 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
1095 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
1096 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
1097 -
1098 1098  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
1099 1099  
1100 1100  Examples:
1101 1101  
1102 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1103 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1104 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1105 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
1114 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}}
1115 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'})
1116 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31.000'{{/code}}
1117 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'0:02'{{/code}}
1106 1106  
1107 1107  (% id="complete-property-documentation" %)
1108 1108  
1109 -=== Complete property documentation ===
1121 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) ===
1110 1110  
1111 -To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.
1123 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.
1112 1112  
1113 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
1125 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1114 1114  
1115 1115  
1116 -
1117 1117  {{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1118 1118  
1119 1119  * Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
... ... @@ -1121,78 +1121,76 @@
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:
1135 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field:
1125 1125  
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 variable
1128 -* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
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 property
1137 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword
1138 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1139 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1140 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name
1141 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
1131 1131  
1132 -\\
1143 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
1133 1133  
1134 1134  
1146 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}}
1135 1135  
1136 -{{note body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}
1137 1137  
1138 1138  
1139 -
1140 1140  \\
1141 1141  
1142 1142  (% id="md-refreshing-and-patching" %)
1143 1143  
1144 -= MD refreshing and patching =
1154 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) =
1145 1145  
1146 -When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1156 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1147 1147  
1148 1148  \\
1149 1149  
1150 1150  (% id="details-and-restrictions" %)
1151 1151  
1152 -== Details and restrictions ==
1162 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) ==
1153 1153  
1154 -Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1164 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1155 1155  
1156 -* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1157 -* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1158 -* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1159 -* You CANNOT change a <cue> to a <library> or vice versa.
1160 -* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1161 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1162 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1163 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1164 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1165 -* Adding root cues enables their condition checks immediately (if the module attribute allows it).
1166 -* Adding sub-cues to active or complete cues enables their condition checks immediately.
1167 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1168 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1169 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1166 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1167 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1168 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1169 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa.
1170 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1171 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1172 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1173 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1174 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1175 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it).
1176 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately.
1177 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1178 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1179 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1170 1170  
1171 -\\
1181 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
1172 1172  
1173 1173  
1184 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}}
1174 1174  
1175 -{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}
1186 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}}
1176 1176  
1177 -{{warning body="When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary."/}}
1178 1178  
1179 1179  
1180 -
1181 1181  \\
1182 1182  
1183 1183  (% id="patching" %)
1184 1184  
1185 -== Patching ==
1194 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) ==
1186 1186  
1187 -Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading.
1196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.
1188 1188  
1189 1189  {{code}}&lt;cue┬á[...] version=&quot;42&quot;&gt;┬á &lt;conditions&gt; [...] &lt;/conditions&gt;┬á &lt;actions&gt; [...] &lt;/actions&gt;┬á &lt;patch┬ásinceversion=&quot;42&quot;&gt;┬á┬á┬á [patch actions]┬á &lt;/patch&gt;&lt;/cue&gt;{{/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.
1200 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1192 1192  
1193 -A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances.
1202 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances.
1194 1194  
1195 -{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1204 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}}
1196 1196  
1197 1197  
1198 1198  
... ... @@ -1200,25 +1200,25 @@
1200 1200  
1201 1201  (% id="common-attribute-groups" %)
1202 1202  
1203 -= Common attribute groups =
1212 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) =
1204 1204  
1205 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1214 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1206 1206  
1207 1207  \\
1208 1208  
1209 1209  (% id="categorybroken_macroanchorvalue-comparisons" %)
1210 1210  
1211 -== Value comparisons ==
1220 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) ==
1212 1212  
1213 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1222 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1214 1214  
1215 1215  {{code}}&lt;check_value┬ávalue=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1216 1216  
1217 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1226 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1218 1218  
1219 1219  {{code}}&lt;check_value┬ávalue=&quot;FooCue.state&quot;┬áexact=&quot;cuestate.complete&quot;/&gt;&lt;check_value┬ávalue=&quot;$foo.count&quot;┬ámin=&quot;5&quot;/&gt;&lt;check_value┬ávalue=&quot;$foo&quot;┬ámax=&quot;player.age + 1min&quot;/&gt;&lt;check_value┬ávalue=&quot;player.money&quot;┬ámin=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value┬ávalue=&quot;$method&quot;┬álist=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value┬ávalue=&quot;$attention&quot;┬ámin=&quot;attention.visible&quot;/&gt;{{/code}}
1220 1220  
1221 -{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1230 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}}
1222 1222  
1223 1223  
1224 1224  
... ... @@ -1226,111 +1226,118 @@
1226 1226  
1227 1227  (% id="categorybroken_macroanchorrandom-ranges" %)
1228 1228  
1229 -== Random ranges ==
1238 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) ==
1230 1230  
1231 -If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1240 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1232 1232  
1233 1233  {{code}}&lt;set_value┬áname=&quot;$race&quot;┬áexact=&quot;race.teladi&quot;/&gt;{{/code}}
1234 1234  
1235 -To select a random element from a list, this syntax can be used:
1244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used:
1236 1236  
1237 1237  {{code}}&lt;set_value┬áname=&quot;$prime&quot;┬álist=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1238 1238  
1239 -To get a random number within a given range, you can use min/max:
1248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max:
1240 1240  
1241 1241  {{code}}&lt;set_value┬áname=&quot;$foo&quot;┬ámin=&quot;-20&quot;┬ámax=&quot;20&quot;/&gt;&lt;set_value┬áname=&quot;$timeout&quot;┬ámax=&quot;20s&quot;/&gt;{{/code}}
1242 1242  
1243 -min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1252 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1244 1244  
1245 -You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1254 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1246 1246  
1247 1247  {{code}}&lt;set_value┬áname=&quot;$foo&quot;┬ámin=&quot;-20&quot;┬ámax=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1248 1248  
1249 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1250 -\\(% id="variables-and-namespaces" %)
1258 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 
1251 1251  
1252 -= Variables and namespaces =
1260 +(% id="variables-and-namespaces" %)
1253 1253  
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).
1262 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) =
1255 1255  
1256 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1257 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1264 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read).
1258 1258  
1259 -== Creating and removing variables ==
1266 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1260 1260  
1261 -{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1262 1262  
1269 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1270 +
1271 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) ==
1272 +
1273 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action:
1274 +
1263 1263  {{code}}┬á&lt;set_value┬áname=&quot;$foo&quot;┬áexact=&quot;$bar + 1&quot; /&gt;{{/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>.)
1277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1266 1266  
1267 -The default operation of <set_value> is ΓÇ£**set**ΓÇ¥, but there are more: ΓÇ£**add**ΓÇ¥, ΓÇ£**subtract**ΓÇ¥, and ΓÇ£**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.
1279 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed.
1268 1268  
1269 1269  {{code}}&lt;set_value┬áname=&quot;$foo&quot;┬áoperation=&quot;add&quot; /&gt;{{/code}}
1270 1270  
1271 -The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1272 1272  
1273 1273  {{code}}&lt;set_value┬áname=&quot;$list.{1}&quot;┬áexact=&quot;42&quot; /&gt;&lt;set_value┬áname=&quot;$table.$foo&quot;┬áexact=&quot;42&quot; /&gt;{{/code}}\\
1274 1274  
1275 -The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1287 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1276 1276  
1277 1277  {{code}}&lt;set_value┬áname=&quot;$list.{1}&quot;┬áexact=&quot;42&quot;┬áoperation=&quot;insert&quot; /&gt;{{/code}}
1278 1278  
1279 -This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases.
1291 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases.
1280 1280  
1281 -Appending is easier than that. The following actions are equivalent:
1293 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent:
1282 1282  
1283 1283  {{code}}&lt;set_value┬áname=&quot;$list.{$list.count + 1}&quot;┬áexact=&quot;42&quot;┬áoperation=&quot;insert&quot; /&gt;&lt;append_to_list┬áname=&quot;$list&quot;┬áexact=&quot;42&quot; /&gt;{{/code}}
1284 1284  
1285 -Inserting at a position below 1 or above $list.count + 1 is not possible.
1297 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible.
1286 1286  
1287 -To remove variables or list/table entries, use <remove_value>:
1299 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>:
1288 1288  
1289 1289  {{code}}&lt;remove_value┬áname=&quot;$foo&quot; /&gt;&lt;remove_value┬áname=&quot;$list.{1}&quot; /&gt;&lt;remove_value┬áname=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1290 1290  
1291 -Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1292 1292  
1293 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1294 -\\\\\\(% id="accessing-remote-variables" %)
1305 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1295 1295  
1296 -== Accessing remote variables ==
1297 1297  
1298 -You can also read and write variables in other cues by using the variable name as property key:
1308 +(% id="accessing-remote-variables" %)
1299 1299  
1310 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) ==
1311 +
1312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key:
1313 +
1300 1300  {{code}}&lt;set_value┬áname=&quot;OtherCue.$foo&quot;┬ámin=&quot;0.0&quot;┬ámax=&quot;1.0&quot; /&gt;&lt;set_value┬áname=&quot;md.OtherScript.YetAnotherCue.$bar&quot;┬áexact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1301 1301  
1302 -Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1316 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1303 1303  
1304 1304  {{code}}&lt;set_value┬áname=&quot;static.$counter&quot;┬áoperation=&quot;add&quot; /&gt;&lt;set_value┬áname=&quot;parent.$foo&quot;┬áexact=&quot;42&quot; /&gt;&lt;set_value┬áname=&quot;this.$bar&quot;┬áexact=&quot;parent&quot; /&gt;&lt;set_value┬áname=&quot;$baz&quot;┬áexact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1305 1305  
1306 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1307 -\\\\\\(% id="namespaces" %)
1320 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1308 1308  
1309 -== Namespaces ==
1310 1310  
1311 -In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1323 +(% id="namespaces" %)
1312 1312  
1313 -Consider this case:
1325 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) ==
1314 1314  
1327 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1328 +
1329 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case:
1330 +
1315 1315  {{code}}&lt;cue┬áname=&quot;Root&quot;&gt;┬á &lt;actions&gt;┬á ┬á &lt;set_value┬áname=&quot;$foo&quot; /&gt;┬á &lt;/actions&gt;┬á &lt;cues&gt;┬á ┬á &lt;cue┬áname=&quot;SubCue&quot;&gt; [...]┬á ┬á &lt;/cue&gt;┬á &lt;/cues&gt;&lt;/cue&gt;{{/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¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1333 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1318 1318  
1319 -You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1335 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue.
1320 1320  
1321 1321  (% id="defining-a-cues-namespace" %)
1322 1322  
1323 -=== Defining a cueΓÇÖs namespace ===
1339 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) ===
1324 1324  
1325 -When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible:
1341 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible:
1326 1326  
1327 -* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1328 -* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1329 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1343 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1344 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1345 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1330 1330  
1331 1331  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1332 1332  
1333 1333  
1334 -{{warning body="Although in general the expression 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:
1350 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span>
1335 1335  
1336 1336  <code>&lt;cue┬áname=&quot;LibRef&quot;┬áref=&quot;Lib&quot;&gt;┬á &lt;param┬áname=&quot;Param1&quot;┬ávalue=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;┬á &lt;param┬áname=&quot;Param2&quot;┬ávalue=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}