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
on 2023/05/09 17:28
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To version 32941.1
edited by Daniel Turner
on 2023/08/22 17:10
on 2023/08/22 17:10
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... ... @@ -1,25 +1,15 @@ 1 1 The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the[[ ┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.3 +An introduction to the original MD can be found in the[[(% 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. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 7 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 - \\9 +(% id="md-scripts" %) 10 10 11 -(% id="table-of-contents" %) 12 - 13 13 {{toc/}} 14 14 15 -= Table of Contents = 16 - 17 -{{{__TOC__ }}} 18 - 19 -\\ 20 - 21 -(% id="md-scripts" %) 22 - 23 23 = MD scripts = 24 24 25 25 MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. ... ... @@ -30,14 +30,12 @@ 30 30 31 31 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 32 32 33 -{{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 23 +{{info}} 24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 34 34 35 -To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."/}} 26 +To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 27 +{{/info}} 36 36 37 - 38 - 39 -(% id="categorybroken_macroanchorscript-debug-output" %) 40 - 41 41 == Script debug output == 42 42 43 43 The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. ... ... @@ -54,10 +54,6 @@ 54 54 55 55 The script action <debug_text> can be used to print debug messages from within a script.\\ 56 56 57 -\\ 58 - 59 -(% id="md-script-structure" %) 60 - 61 61 = MD script structure = 62 62 63 63 In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. ... ... @@ -85,10 +85,6 @@ 85 85 </mdscript> 86 86 {{/code}} 87 87 88 -┬á 89 - 90 -(% id="categorybroken_macroanchorcues" %) 91 - 92 92 == Cues == 93 93 94 94 Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. ... ... @@ -106,14 +106,8 @@ 106 106 107 107 \\ 108 108 89 +{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}} 109 109 110 - 111 -{{note body="There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}} 112 - 113 - 114 - 115 -\\ 116 - 117 117 This is how a cue node looks like: 118 118 119 119 {{code language="xml"}} ... ... @@ -130,10 +130,6 @@ 130 130 131 131 The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 132 132 133 -\\ 134 - 135 -(% id="categorybroken_macroanchorconditions" %) 136 - 137 137 == Conditions == 138 138 139 139 The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. ... ... @@ -210,18 +210,10 @@ 210 210 211 211 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 212 212 213 -\\ 214 214 215 215 185 +{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 216 216 217 -{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 218 - 219 - 220 - 221 -\\ 222 - 223 -(% id="actions" %) 224 - 225 225 == Actions == 226 226 227 227 The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: ... ... @@ -254,7 +254,7 @@ 254 254 255 255 256 256 257 -{{no te body="Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}219 +{{info}}Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].{{/info}} 258 258 259 259 260 260 ... ... @@ -266,17 +266,11 @@ 266 266 267 267 Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 268 268 269 -\\ 270 - 271 -┬á 272 - 273 -(% id="libraries" %) 274 - 275 275 = Libraries = 276 276 277 277 Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 278 278 279 -{{no te body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}235 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 280 280 281 281 282 282 ... ... @@ -330,11 +330,10 @@ 330 330 {{/code}} 331 331 332 332 289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 333 333 334 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 335 335 336 336 337 - 338 338 So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 339 339 340 340 Notes: ... ... @@ -341,10 +341,8 @@ 341 341 342 342 * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 343 343 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 344 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 299 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 345 345 346 -(% id="library-parameters" %) 347 - 348 348 == Library Parameters == 349 349 350 350 A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. ... ... @@ -386,18 +386,11 @@ 386 386 387 387 If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 388 388 389 -\\ 390 - 391 -┬á 392 - 393 -(% id="instantiation" %) 394 - 395 395 = Instantiation = 396 396 397 397 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.** 398 398 \\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. 399 399 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 400 -\\\\\\\\\\(% id="cleaning-up-instances-explicitly" %) 401 401 402 402 == Cleaning up instances explicitly == 403 403 ... ... @@ -405,15 +405,11 @@ 405 405 406 406 {{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}} 407 407 408 - 409 - 410 -(% id="access-to-instances" %) 411 - 412 412 == Access to instances == 413 413 414 414 415 415 416 -{{no te body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}358 +{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}} 417 417 418 418 419 419 ... ... @@ -446,10 +446,6 @@ 446 446 447 447 You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 448 448 449 -\\ 450 - 451 -(% id="pitfalls" %) 452 - 453 453 == Pitfalls == 454 454 455 455 Some additional common pitfalls with respect to instantiation are listed here. There may be more. ... ... @@ -463,16 +463,10 @@ 463 463 * **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. 464 464 * **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. 465 465 466 -┬á 467 - 468 -(% id="categorybroken_macroanchorexpressions" %) 469 - 470 470 = Expressions = 471 471 472 -Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** \\406 +Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** 473 473 474 - 475 - 476 476 * {{code}}0{{/code}} (integer number) 477 477 * {{code}}0772{{/code}} (leading 0 means octal integer number) 478 478 * {{code}}3.14159{{/code}} (floating point number) ... ... @@ -481,7 +481,7 @@ 481 481 482 482 483 483 484 -{{no te body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}} 485 485 486 486 487 487 ... ... @@ -493,14 +493,8 @@ 493 493 494 494 495 495 496 -{{no te body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}428 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}} 497 497 498 - 499 - 500 -\\ 501 - 502 -(% id="numeric-data-types-and-suffixes" %) 503 - 504 504 == Numeric data types and suffixes == 505 505 506 506 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: ... ... @@ -516,14 +516,8 @@ 516 516 517 517 Here is the complete list of numeric data types and corresponding unit suffixes: 518 518 519 -\\ 520 - 521 521 (% style="margin-left: 0.0px;" %) 522 522 ((( 523 -\\ 524 - 525 - 526 - 527 527 |Data type|Suffix|Examples|Description 528 528 |null|(none)|null|Converted to non-null data type of value 0 when needed. 529 529 |integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. ... ... @@ -557,26 +557,14 @@ 557 557 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 558 558 ))) 559 559 560 -{{no te body="All unit data types are floating point types, except for money, which is an integer data type."/}}480 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 561 561 562 -\\ 563 - 564 - 565 - 566 -(% id="categorybroken_macroanchoroperators" %) 567 - 568 568 == Operators == 569 569 570 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported :484 +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 -\\ 573 - 574 574 (% style="margin-left: 0.0px;" %) 575 575 ((( 576 -\\ 577 - 578 - 579 - 580 580 |Operator / Delimiter / Constant|Type|Example|Result of example|Description 581 581 |null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 582 582 |false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions ... ... @@ -656,20 +656,13 @@ 656 656 {{code}}null{{/code}} 657 657 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 658 658 567 +)))(% id="operator-precedence-rules" %) 568 +(%%) 659 659 660 -\\ 661 - 662 - 663 -))) 664 - 665 -(% id="operator-precedence-rules" %) 666 - 667 667 === Operator precedence rules === 668 668 669 -You can group sub-expressions using parentheses, but if you 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. \\572 +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 - 672 - 673 673 * Unary operators: +, -, not, typeof, function-style operators (highest precedence) 674 674 * Power operator: ^ 675 675 * Multiplicative: *, /, % ... ... @@ -696,8 +696,8 @@ 696 696 697 697 There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 698 698 699 -* {{code}}(1 + 1)f{{/code}} Γƒ╣{{code}}2f{{/code}}Γƒ╣{{code}}2.0{{/code}}700 -* {{code}}(1h) m / (180deg) i{{/code}} Γƒ╣{{code}}(3600s) m / (3.14rad) i{{/code}}Γƒ╣{{code}}3600m / 3{{/code}}Γƒ╣{{code}}1200m{{/code}}600 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 601 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 701 701 702 702 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.) 703 703 ... ... @@ -705,8 +705,8 @@ 705 705 706 706 Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 707 707 708 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣{{code}}'One plus one is equal to 2.'{{/code}}709 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣{{code}}'One plus one is not equal to 11.'{{/code}}609 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 610 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 710 710 711 711 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 712 712 ... ... @@ -714,22 +714,20 @@ 714 714 715 715 === Boolean operators === 716 716 717 -Some additional notes on Boolean operators (such as and, or, not, ==): \\618 +Some additional notes on Boolean operators (such as and, or, not, ==): 718 718 719 - 720 - 721 721 * Of course a Boolean operation always results in true or false (integer 1 or 0). 722 722 * 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**. 723 723 * != 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. 724 724 * 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}} Γƒ╣{{code}}false{{/code}} (the value of $foo is not checked at all)624 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 726 726 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 727 727 * <, <=, >, >= 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. 728 728 729 -\\ 730 730 731 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting 732 732 630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 631 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 733 733 734 734 {{{==}}} 735 735 ... ... @@ -746,9 +746,9 @@ 746 746 \\**[New as of X Rebirth 4.0]** 747 747 \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 748 748 749 -* {{code}}'%,s'.[12345678]{{/code}} Γƒ╣{{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)750 -* {{code}}'%.3s'.[123.4]{{/code}} Γƒ╣{{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)751 -* {{code}}'%,.1s'.[12345.67]'{{/code}} Γƒ╣{{code}}'12,345.7'{{/code}} (combination of the above)648 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 649 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 650 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 752 752 753 753 Additional remarks: 754 754 ... ... @@ -772,17 +772,17 @@ 772 772 773 773 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¥. 774 774 775 -{{no te body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}674 +{{info}}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."{{/info}} 776 776 777 777 778 778 779 779 Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 780 780 781 -{{no te body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.680 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 782 782 783 783 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 784 784 785 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}} 786 786 787 787 788 788 ... ... @@ -804,15 +804,15 @@ 804 804 805 805 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 806 806 807 -* {{code}}table[]{{/code}} Γƒ╣creates an empty table808 -* {{code}}table[{0} = null]{{/code}} Γƒ╣creates a table that maps the number 0 to null\\706 +* {{code}}table[]{{/code}} ⟹ creates an empty table 707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 809 809 810 810 811 811 812 -* {{code}}table[{'$foo'} = 'bar']{{/code}} Γƒ╣a table that maps the string '$foo' to the string 'bar'813 -* {{code}}table[$foo = 'bar']{{/code}} Γƒ╣exactly the same, just a shorter notation for string keys814 -* {{code}}table[foo = 'bar']{{/code}} Γƒ╣error, 'foo' does not start with a '$'815 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} Γƒ╣a table that maps 1 to an empty list and 2 to an empty table\\711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 712 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 713 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 816 816 817 817 818 818 ... ... @@ -830,19 +830,19 @@ 830 830 831 831 You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 832 832 833 -* 1 Γƒ╣42834 -* 2 Γƒ╣null835 -* 3 Γƒ╣'text'836 -* 'count' Γƒ╣3732 +* 1 ⟹ 42 733 +* 2 ⟹ null 734 +* 3 ⟹ 'text' 735 +* 'count' ⟹ 3 837 837 838 838 As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 839 839 840 840 You can look up a property by appending a dot and the key in curly braces: 841 841 842 -* {{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣100 (reading the first element)843 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣'world' (second element of the inner list, which is the third element of the outer list)844 -* {{code}}[].{'count'}{{/code}} Γƒ╣0845 -* {{code}}table[{21} = 42].{21}{{/code}} Γƒ╣42\\741 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 742 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 743 +* {{code}}[].{'count'}{{/code}} ⟹ 0 744 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 846 846 847 847 848 848 ... ... @@ -850,7 +850,7 @@ 850 850 851 851 * {{code}}[42].{'count'}{{/code}} 852 852 * {{code}}$ship.{'name'}{{/code}} 853 -* {{code}}$ship.{'class'} ┬á{{/code}}752 +* {{code}}$ship.{'class'}{{/code}} 854 854 * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 855 855 856 856 ... ... @@ -872,19 +872,19 @@ 872 872 873 873 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 874 874 875 -* {{code}}[1, 6, 8].min{{/code}} Γƒ╣1774 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 876 876 877 877 **average'** returns the average (but all element types have to be compatible) 878 878 879 -* {{code}}[1, 6, 8].average{{/code}} Γƒ╣5778 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 880 880 881 881 **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 882 882 883 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣3782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 884 884 885 885 **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 886 886 887 -* {{code}}[1, 6, 8].clone{{/code}} Γƒ╣{{code}}[1, 6, 8]{{/code}}786 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 888 888 889 889 A table has different properties: 890 890 ... ... @@ -904,7 +904,7 @@ 904 904 905 905 906 906 907 -{{no te body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}}806 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 908 908 909 909 910 910 ... ... @@ -915,22 +915,22 @@ 915 915 916 916 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: 917 917 918 -* {{code}}$list.{5}{{/code}} Γƒ╣The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error919 -* {{code}}$list.{5}?{{/code}} Γƒ╣true if $list exists and has the property 5, false otherwise920 -* {{code}}$table.$key?{{/code}} Γƒ╣Analogously, true if $table exists and has the string property '$key'\\817 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 818 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 819 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 921 921 922 922 923 923 924 924 The question mark can even be applied to variables: 925 925 926 -* {{code}}$list{{/code}} Γƒ╣The value stored under the name $list, or an error if there is no such variable927 -* {{code}}$list?{{/code}} Γƒ╣true if the variable exists, false otherwise825 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 826 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 928 928 929 929 To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 930 930 931 -* {{code}}@$list.{5}{{/code}} Γƒ╣The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)932 -* {{code}}@$list{{/code}} Γƒ╣The list if this variable exists, null otherwise933 -* {{code}}@$list.{5}.{1}{{/code}} Γƒ╣The first element of the fifth element of $list, if it exists, null otherwise830 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 831 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 832 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 934 934 935 935 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 936 936 ... ... @@ -994,15 +994,15 @@ 994 994 \\faction.argongovernment|Factions 995 995 ))) 996 996 997 -{{no te body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 998 998 999 999 <code>typeof $value == datatype.faction</code> 1000 1000 1001 1001 However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 1002 1002 1003 -<code>(typeof $value).isstring</code>"/}} 902 +<code>(typeof $value).isstring</code>"{{/info}} 1004 1004 1005 -{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}904 +{{info}}There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."{{/info}} 1006 1006 1007 1007 \\ 1008 1008 ... ... @@ -1053,13 +1053,13 @@ 1053 1053 **[New as of X Rebirth 4.0]** 1054 1054 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 1055 1055 1056 -* {{code}}$money.formatted.{'formatstring'} ┬á{{/code}}955 +* {{code}}$money.formatted.{'formatstring'}{{/code}} 1057 1057 * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 1058 1058 1059 1059 1060 1060 1061 1061 * {{code}}$time.formatted.{'formatstring'}{{/code}} 1062 -* {{code}}$time.formatted.default{{/code}} ┬á(using default format string '%T')961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 1063 1063 1064 1064 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1065 1065 ... ... @@ -1089,20 +1089,20 @@ 1089 1089 1090 1090 1091 1091 1092 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}} Γƒ╣{{code}}'1,234'{{/code}}1093 -* {{code}}(1234Cr).formatted.default{{/code}} Γƒ╣{{code}}'1,234'{{/code}} (same as {'%s'})1094 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}} Γƒ╣{{code}}'1,234.00 Cr'{{/code}}1095 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}} Γƒ╣{{code}}'1 k'{{/code}} (rounding towards zero)1096 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}} Γƒ╣{{code}}'0 M'{{/code}}991 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 992 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 993 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 994 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 995 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 1097 1097 1098 1098 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1099 1099 1100 1100 Examples: 1101 1101 1102 -* {{code}}(151s).formatted.{'%T'}{{/code}} Γƒ╣{{code}}'00:02:31'{{/code}}1103 -* {{code}}(151s).formatted.default{{/code}} Γƒ╣{{code}}'00:02:31'{{/code}} (same as {'%T'})1104 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} Γƒ╣{{code}}'00:02:31.000'{{/code}}1105 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} Γƒ╣{{code}}'0:02'{{/code}}1001 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1002 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1003 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1004 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1106 1106 1107 1107 (% id="complete-property-documentation" %) 1108 1108 ... ... @@ -1114,10 +1114,10 @@ 1114 1114 1115 1115 1116 1116 1117 -{{no te body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:1016 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1118 1118 1119 1119 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1120 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files "/}}1019 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 1121 1121 1122 1122 1123 1123 ... ... @@ -1133,7 +1133,7 @@ 1133 1133 1134 1134 1135 1135 1136 -{{no te body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}1035 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.{{/info}} 1137 1137 1138 1138 1139 1139 ... ... @@ -1172,9 +1172,9 @@ 1172 1172 1173 1173 1174 1174 1175 -{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}1074 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 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."/}}1076 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}} 1178 1178 1179 1179 1180 1180 ... ... @@ -1186,13 +1186,13 @@ 1186 1186 1187 1187 Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. 1188 1188 1189 -{{code}}<cue┬á[...] version="42"> ┬á<conditions> [...] </conditions>┬á<actions> [...] </actions>┬á<patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á</patch></cue>{{/code}}1088 +{{code}}<cue┬á[...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch┬ásinceversion="42">┬á┬á┬á [patch actions] </patch></cue>{{/code}} 1190 1190 1191 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. 1192 1192 1193 1193 A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 1194 1194 1195 -{{no te body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}1094 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1196 1196 1197 1197 1198 1198 ... ... @@ -1218,7 +1218,7 @@ 1218 1218 1219 1219 {{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr" max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}} 1220 1220 1221 -{{no te body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1222 1222 1223 1223 1224 1224 ... ... @@ -1246,7 +1246,7 @@ 1246 1246 1247 1247 {{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1248 1248 1249 -(% style="color: rgb(0,0,255);text-decoration: none;" %) ┬á1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1250 1250 \\(% id="variables-and-namespaces" %) 1251 1251 1252 1252 = Variables and namespaces = ... ... @@ -1260,7 +1260,7 @@ 1260 1260 1261 1261 {{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1262 1262 1263 -{{code}} ┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}}1162 +{{code}}<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1264 1264 1265 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>.) 1266 1266 ... ... @@ -1312,7 +1312,7 @@ 1312 1312 1313 1313 Consider this case: 1314 1314 1315 -{{code}}<cue┬áname="Root"> ┬á<actions>┬á┬á<set_value┬áname="$foo" />┬á</actions>┬á<cues>┬á┬á<cue┬áname="SubCue"> [...]┬á┬á</cue>┬á</cues></cue>{{/code}}1214 +{{code}}<cue┬áname="Root"> <actions> <set_value┬áname="$foo" /> </actions> <cues> <cue┬áname="SubCue"> [...] </cue> </cues></cue>{{/code}} 1316 1316 1317 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. 1318 1318 ... ... @@ -1331,6 +1331,6 @@ 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:1233 +{{warning}}Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example: 1335 1335 1336 -<code><cue┬áname="LibRef"┬áref="Lib"> ┬á<param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á<param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}1235 +<code><cue┬áname="LibRef"┬áref="Lib"> <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace --> <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}