Changes for page Mission Director Guide

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

From version 32932.1
edited by Daniel Turner
on 2023/05/26 13:05
Change comment: There is no comment for this version
To version 32941.1
edited by Daniel Turner
on 2023/08/22 17:10
Change comment: There is no comment for this version

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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[[ (% 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  
... ... @@ -20,14 +20,12 @@
20 20  
21 21  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.
22 22  
23 -{{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]]).
24 24  
25 -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}}
26 26  
27 -
28 -
29 -(% id="categorybroken_macroanchorscript-debug-output" %)
30 -
31 31  == Script debug output ==
32 32  
33 33  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]].
... ... @@ -44,8 +44,6 @@
44 44  
45 45  The script action <debug_text> can be used to print debug messages from within a script.\\
46 46  
47 -(% id="md-script-structure" %)
48 -
49 49  = MD script structure =
50 50  
51 51  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.
... ... @@ -73,10 +73,6 @@
73 73  </mdscript>
74 74  {{/code}}
75 75  
76 - 
77 -
78 -(% id="categorybroken_macroanchorcues" %)
79 -
80 80  == Cues ==
81 81  
82 82  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.
... ... @@ -94,7 +94,7 @@
94 94  
95 95  \\
96 96  
97 -{{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 />"/}}
89 +{{info}}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.{{/info}}
98 98  
99 99  This is how a cue node looks like:
100 100  
... ... @@ -112,10 +112,6 @@
112 112  
113 113  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.
114 114  
115 -\\
116 -
117 -(% id="categorybroken_macroanchorconditions" %)
118 -
119 119  == Conditions ==
120 120  
121 121  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.
... ... @@ -192,18 +192,10 @@
192 192  
193 193  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
194 194  
195 -\\
196 196  
197 197  
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}}
198 198  
199 -{{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."/}}
200 -
201 -
202 -
203 -\\
204 -
205 -(% id="actions" %)
206 -
207 207  == Actions ==
208 208  
209 209  The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
... ... @@ -236,7 +236,7 @@
236 236  
237 237  
238 238  
239 -{{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]]."/}}
219 +{{info}}Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].{{/info}}
240 240  
241 241  
242 242  
... ... @@ -248,17 +248,11 @@
248 248  
249 249  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.
250 250  
251 -\\
252 -
253 - 
254 -
255 -(% id="libraries" %)
256 -
257 257  = Libraries =
258 258  
259 259  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.
260 260  
261 -{{note 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}}
262 262  
263 263  
264 264  
... ... @@ -312,11 +312,10 @@
312 312  {{/code}}
313 313  
314 314  
289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
315 315  
316 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}}
317 317  
318 318  
319 -
320 320  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.
321 321  
322 322  Notes:
... ... @@ -323,10 +323,8 @@
323 323  
324 324  * 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).
325 325  * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
326 -** 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" %)
327 327  
328 -(% id="library-parameters" %)
329 -
330 330  == Library Parameters ==
331 331  
332 332  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.
... ... @@ -368,16 +368,11 @@
368 368  
369 369  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.
370 370  
371 -\\
372 -
373 -(% id="instantiation" %)
374 -
375 375  = Instantiation =
376 376  
377 377  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.**
378 378  \\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.
379 379  \\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.
380 -\\\\\\\\\\(% id="cleaning-up-instances-explicitly" %)
381 381  
382 382  == Cleaning up instances explicitly ==
383 383  
... ... @@ -385,15 +385,11 @@
385 385  
386 386  {{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."/}}
387 387  
388 -
389 -
390 -(% id="access-to-instances" %)
391 -
392 392  == Access to instances ==
393 393  
394 394  
395 395  
396 -{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
358 +{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}}
397 397  
398 398  
399 399  
... ... @@ -426,10 +426,6 @@
426 426  
427 427  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.)
428 428  
429 -\\
430 -
431 -(% id="pitfalls" %)
432 -
433 433  == Pitfalls ==
434 434  
435 435  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
... ... @@ -443,16 +443,10 @@
443 443  * **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.
444 444  * **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.
445 445  
446 - 
447 -
448 -(% id="categorybroken_macroanchorexpressions" %)
449 -
450 450  = Expressions =
451 451  
452 -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:**
453 453  
454 -
455 -
456 456  * {{code}}0{{/code}} (integer number)
457 457  * {{code}}0772{{/code}} (leading 0 means octal integer number)
458 458  * {{code}}3.14159{{/code}} (floating point number)
... ... @@ -461,7 +461,7 @@
461 461  
462 462  
463 463  
464 -{{note 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}}
465 465  
466 466  
467 467  
... ... @@ -473,14 +473,8 @@
473 473  
474 474  
475 475  
476 -{{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."/}}
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 '''&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.{{/info}}
477 477  
478 -
479 -
480 -\\
481 -
482 -(% id="numeric-data-types-and-suffixes" %)
483 -
484 484  == Numeric data types and suffixes ==
485 485  
486 486  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:
... ... @@ -496,14 +496,8 @@
496 496  
497 497  Here is the complete list of numeric data types and corresponding unit suffixes:
498 498  
499 -\\
500 -
501 501  (% style="margin-left: 0.0px;" %)
502 502  (((
503 -\\
504 -
505 -
506 -
507 507  |Data type|Suffix|Examples|Description
508 508  |null|(none)|null|Converted to non-null data type of value 0 when needed.
509 509  |integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
... ... @@ -537,26 +537,14 @@
537 537  \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
538 538  )))
539 539  
540 -{{note 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}}
541 541  
542 -\\
543 -
544 -
545 -
546 -(% id="categorybroken_macroanchoroperators" %)
547 -
548 548  == Operators ==
549 549  
550 -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
551 551  
552 -\\
553 -
554 554  (% style="margin-left: 0.0px;" %)
555 555  (((
556 -\\
557 -
558 -
559 -
560 560  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
561 561  |null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
562 562  |false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
... ... @@ -636,20 +636,13 @@
636 636  {{code}}null{{/code}}
637 637  \\{{code}}'T'{{/code}}|Conditional operator ("inline if")
638 638  
567 +)))(% id="operator-precedence-rules" %)
568 +(%%)
639 639  
640 -\\
641 -
642 -
643 -)))
644 -
645 -(% id="operator-precedence-rules" %)
646 -
647 647  === Operator precedence rules ===
648 648  
649 -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.
650 650  
651 -
652 -
653 653  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
654 654  * Power operator: ^
655 655  * Multiplicative: *, /, %
... ... @@ -676,8 +676,8 @@
676 676  
677 677  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:
678 678  
679 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
680 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{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}}
681 681  
682 682  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.)
683 683  
... ... @@ -685,8 +685,8 @@
685 685  
686 686  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:
687 687  
688 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
689 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{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}}
690 690  
691 691  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
692 692  
... ... @@ -694,22 +694,20 @@
694 694  
695 695  === Boolean operators ===
696 696  
697 -Some additional notes on Boolean operators (such as and, or, not, ==):\\
618 +Some additional notes on Boolean operators (such as and, or, not, ==):
698 698  
699 -
700 -
701 701  * Of course a Boolean operation always results in true or false (integer 1 or 0).
702 702  * 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**.
703 703  * != 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.
704 704  * 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
705 -** Example:{{code}} false and $foo{{/code}} ⟹ {{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)
706 706  * 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.
707 707  * <, <=, >, >= 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.
708 708  
709 -\\
710 710  
711 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting
712 712  
630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
713 713  
714 714  {{{==}}}
715 715  
... ... @@ -726,9 +726,9 @@
726 726  \\**[New as of X Rebirth 4.0]**
727 727  \\ 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):
728 728  
729 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
730 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
731 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{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)
732 732  
733 733  Additional remarks:
734 734  
... ... @@ -752,17 +752,17 @@
752 752  
753 753  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¥.
754 754  
755 -{{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."/}}
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}}
756 756  
757 757  
758 758  
759 759  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.
760 760  
761 -{{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.
680 +{{info}}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.
762 762  
763 763  Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
764 764  
765 -If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
684 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"{{/info}}
766 766  
767 767  
768 768  
... ... @@ -784,15 +784,15 @@
784 784  
785 785  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
786 786  
787 -* {{code}}table[]{{/code}} ⟹ creates an empty table
788 -* {{code}}table[{0} = null]{{/code}} ⟹ 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\\
789 789  
790 790  
791 791  
792 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
793 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
794 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
795 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ 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\\
796 796  
797 797  
798 798  
... ... @@ -810,19 +810,19 @@
810 810  
811 811  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:
812 812  
813 -* 1 ⟹ 42
814 -* 2 ⟹ null
815 -* 3 ⟹ 'text'
816 -* 'count' ⟹ 3
732 +* 1 42
733 +* 2 null
734 +* 3 'text'
735 +* 'count' 3
817 817  
818 818  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.
819 819  
820 820  You can look up a property by appending a dot and the key in curly braces:
821 821  
822 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
823 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
824 -* {{code}}[].{'count'}{{/code}} ⟹ 0
825 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 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\\
826 826  
827 827  
828 828  
... ... @@ -830,7 +830,7 @@
830 830  
831 831  * {{code}}[42].{'count'}{{/code}}
832 832  * {{code}}$ship.{'name'}{{/code}}
833 -* {{code}}$ship.{'class'} {{/code}}
752 +* {{code}}$ship.{'class'}{{/code}}
834 834  * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
835 835  
836 836  
... ... @@ -852,19 +852,19 @@
852 852  
853 853  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
854 854  
855 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
774 +* {{code}}[1, 6, 8].min{{/code}} 1
856 856  
857 857  **average'** returns the average (but all element types have to be compatible)
858 858  
859 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
778 +* {{code}}[1, 6, 8].average{{/code}} 5
860 860  
861 861  **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
862 862  
863 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} 3
864 864  
865 865  **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)
866 866  
867 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
786 +* {{code}}[1, 6, 8].clone{{/code}} {{code}}[1, 6, 8]{{/code}}
868 868  
869 869  A table has different properties:
870 870  
... ... @@ -884,7 +884,7 @@
884 884  
885 885  
886 886  
887 -{{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'.{[...]}."/}}
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}}
888 888  
889 889  
890 890  
... ... @@ -895,22 +895,22 @@
895 895  
896 896  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:
897 897  
898 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
899 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
900 -* {{code}}$table.$key?{{/code}} ⟹ 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'\\
901 901  
902 902  
903 903  
904 904  The question mark can even be applied to variables:
905 905  
906 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
907 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
825 +* {{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
908 908  
909 909  To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
910 910  
911 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
912 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
913 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
830 +* {{code}}@$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
914 914  
915 915  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.
916 916  
... ... @@ -974,15 +974,15 @@
974 974  \\faction.argongovernment|Factions
975 975  )))
976 976  
977 -{{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:
896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
978 978  
979 979  <code>typeof $value == datatype.faction</code>
980 980  
981 981  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 &quot;'''isstring'''&quot; instead. For example, to check if the variable $value is a string, use the following term:
982 982  
983 -<code>(typeof $value).isstring</code>"/}}
902 +<code>(typeof $value).isstring</code>"{{/info}}
984 984  
985 -{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}
904 +{{info}}There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."{{/info}}
986 986  
987 987  \\
988 988  
... ... @@ -1033,13 +1033,13 @@
1033 1033  **[New as of X Rebirth 4.0]**
1034 1034  \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
1035 1035  
1036 -* {{code}}$money.formatted.{'formatstring'} {{/code}}
955 +* {{code}}$money.formatted.{'formatstring'}{{/code}}
1037 1037  * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
1038 1038  
1039 1039  
1040 1040  
1041 1041  * {{code}}$time.formatted.{'formatstring'}{{/code}}
1042 -* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
1043 1043  
1044 1044  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
1045 1045  
... ... @@ -1069,20 +1069,20 @@
1069 1069  
1070 1070  
1071 1071  
1072 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
1073 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
1074 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
1075 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
1076 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{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}}
1077 1077  
1078 1078  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
1079 1079  
1080 1080  Examples:
1081 1081  
1082 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1083 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1084 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1085 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{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}}
1086 1086  
1087 1087  (% id="complete-property-documentation" %)
1088 1088  
... ... @@ -1094,10 +1094,10 @@
1094 1094  
1095 1095  
1096 1096  
1097 -{{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:
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:
1098 1098  
1099 1099  * Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1100 -* 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}}
1101 1101  
1102 1102  
1103 1103  
... ... @@ -1113,7 +1113,7 @@
1113 1113  
1114 1114  
1115 1115  
1116 -{{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."/}}
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}}
1117 1117  
1118 1118  
1119 1119  
... ... @@ -1152,9 +1152,9 @@
1152 1152  
1153 1153  
1154 1154  
1155 -{{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}}
1156 1156  
1157 -{{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}}
1158 1158  
1159 1159  
1160 1160  
... ... @@ -1166,13 +1166,13 @@
1166 1166  
1167 1167  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.
1168 1168  
1169 -{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1088 +{{code}}&lt;cue [...] version=&quot;42&quot;&gt; &lt;conditions&gt; [...] &lt;/conditions&gt; &lt;actions&gt; [...] &lt;/actions&gt; &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions] &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1170 1170  
1171 1171  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.
1172 1172  
1173 1173  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.
1174 1174  
1175 -{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1094 +{{info}}The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1176 1176  
1177 1177  
1178 1178  
... ... @@ -1198,7 +1198,7 @@
1198 1198  
1199 1199  {{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;$attention&quot;┬ámin=&quot;attention.visible&quot;/&gt;{{/code}}
1200 1200  
1201 -{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1202 1202  
1203 1203  
1204 1204  
... ... @@ -1226,7 +1226,7 @@
1226 1226  
1227 1227  {{code}}&lt;set_value┬áname=&quot;$foo&quot;┬ámin=&quot;-20&quot;┬ámax=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1228 1228  
1229 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1230 1230  \\(% id="variables-and-namespaces" %)
1231 1231  
1232 1232  = Variables and namespaces =
... ... @@ -1240,7 +1240,7 @@
1240 1240  
1241 1241  {{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1242 1242  
1243 -{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1162 +{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1244 1244  
1245 1245  <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>.)
1246 1246  
... ... @@ -1292,7 +1292,7 @@
1292 1292  
1293 1293  Consider this case:
1294 1294  
1295 -{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1214 +{{code}}&lt;cue name=&quot;Root&quot;&gt; &lt;actions&gt; &lt;set_value name=&quot;$foo&quot; /&gt; &lt;/actions&gt; &lt;cues&gt; &lt;cue name=&quot;SubCue&quot;&gt; [...] &lt;/cue&gt; &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1296 1296  
1297 1297  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.
1298 1298  
... ... @@ -1311,6 +1311,6 @@
1311 1311  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1312 1312  
1313 1313  
1314 -{{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:
1315 1315  
1316 -<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1235 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt; &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt; &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>{{/warning}}