Changes for page Mission Director Guide

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1 -X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
1 +Mission Director Guide
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1 +X Rebirth Wiki.Modding support.WebHome
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1 -Broken_macro/anchor
1 +Broken_macro/anchor|Broken macro/anchor
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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[[(% &text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 -{{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}
7 +{{info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}}
8 8  
9 9  (% id="md-scripts" %)
10 10  
... ... @@ -14,20 +14,18 @@
14 14  
15 15  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.
16 16  
17 -MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
17 +MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.
18 18  
19 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
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]].
... ... @@ -34,23 +34,21 @@
34 34  
35 35  To collect all messages in a file, start the game with the following parameters on the command line:
36 36  
37 -{{code}}-logfile debuglog.txt{{/code}}
35 +{{code language="xml"}}-logfile debuglog.txt{{/code}}
38 38  
39 39  All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line:
40 40  
41 -{{code}}-debug scripts{{/code}}
39 +{{code language="xml"}}-debug scripts{{/code}}
42 42  
43 43  Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
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.
52 52  
53 -The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
49 +The XML root node of an MD file is called "mdscript" and looks like this:
54 54  
55 55  {{code language="xml"}}
56 56  <?xml version="1.0" encoding="utf-8"?>
... ... @@ -57,7 +57,7 @@
57 57  <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
58 58  {{/code}}
59 59  
60 -ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
56 +"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script's contents easily.
61 61  
62 62  The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
63 63  
... ... @@ -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 <delay> 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.
... ... @@ -122,7 +122,7 @@
122 122  
123 123  **Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
124 124  
125 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
113 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_" so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
126 126  
127 127  Example for an event condition:
128 128  
... ... @@ -162,11 +162,11 @@
162 162  
163 163  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
164 164  
165 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥ and ΓÇ£//complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
153 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
166 166  
167 167  
168 168  
169 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event.
170 170  
171 171  Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
172 172  
... ... @@ -192,18 +192,12 @@
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}}
186 +**Reminder**
187 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}}
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>:
... ... @@ -218,7 +218,7 @@
218 218  <event_cue_completed cue="parent"/>
219 219  {{/code}}
220 220  
221 -<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
203 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue's condition check. The state transition from active to complete will still take the <delay> node into account.
222 222  
223 223  Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
224 224  
... ... @@ -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]]."/}}
221 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see 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."/}}
237 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
262 262  
263 263  
264 264  
... ... @@ -271,7 +271,7 @@
271 271  </library>
272 272  {{/code}}
273 273  
274 -Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
250 +Although it is called library, it's basically just a cue that doesn't do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
275 275  
276 276  To use a library, use the attribute ref:
277 277  
... ... @@ -312,21 +312,18 @@
312 312  {{/code}}
313 313  
314 314  
291 +{{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  
295 +So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
319 319  
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 -
322 322  Notes:
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.
301 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
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.
... ... @@ -344,7 +344,7 @@
344 344  </library>
345 345  {{/code}}
346 346  
347 -If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
320 +If a default value is supplied, the parameter is regarded as optional, otherwise it's required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
348 348  
349 349  {{code language="xml"}}
350 350  <cue name="Foo" ref="Lib">
... ... @@ -353,7 +353,7 @@
353 353  </cue>
354 354  {{/code}}
355 355  
356 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
329 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.
357 357  
358 358  {{code language="xml"}}
359 359  <library name="Lib">
... ... @@ -368,38 +368,29 @@
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 -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 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
346 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
347 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
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  
384 -Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
352 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
385 385  
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."/}}
354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}}
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]]."/}}
360 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
397 397  
398 398  
399 399  
400 400  In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
401 401  
402 -When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
366 +When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
403 403  
404 404  Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
405 405  
... ... @@ -412,11 +412,11 @@
412 412  Example situations:
413 413  
414 414  * In the static tree: Cue names in expressions are always resolved to the static cues.
415 -* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
416 -* In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
417 -* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
418 -* In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
419 -* In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
379 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2).
380 +* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
381 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a)
382 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
383 +* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
420 420  
421 421  In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
422 422  
... ... @@ -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.
... ... @@ -436,74 +436,60 @@
436 436  
437 437  * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\
438 438  
439 -{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
440 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
441 -\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
399 +{{code language="xml"}}
400 + <debug_text text="static.$foo"/>
401 +{{/code}}
402 +It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
403 +{{code language="xml"}}
404 +<set_value name="$foo" exact="static.$foo"/>
405 +{{/code}}
442 442  
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 -* **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.
407 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there.
408 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances.
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:**\\
412 +Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
453 453  
414 +* {{code language="xml"}}0{{/code}} (integer number)
415 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number)
416 +* {{code language="xml"}}3.14159{{/code}} (floating point number)
417 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
418 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
454 454  
455 455  
456 -* {{code}}0{{/code}} (integer number)
457 -* {{code}}0772{{/code}} (leading 0 means octal integer number)
458 -* {{code}}3.14159{{/code}} (floating point number)
459 -* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
460 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
461 461  
422 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}}
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."/}}
465 465  
466 -
467 -
468 468  You can write string literals by putting the string in single quotes:
469 469  
470 -* {{code}}'Hello world'{{/code}}
471 -* {{code}}''{{/code}} (empty string)
472 -* {{code}}'String with a line break\n'{{/code}}
428 +* {{code language="xml"}}'Hello world'{{/code}}
429 +* {{code language="xml"}}''{{/code}} (empty string)
430 +* {{code language="xml"}}'String with a line break\n'{{/code}}
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."/}}
434 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''&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}}
477 477  
478 -
479 -
480 -\\
481 -
482 -(% id="numeric-data-types-and-suffixes" %)
483 -
484 484  == Numeric data types and suffixes ==
485 485  
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:
438 +Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix:
487 487  
488 -* {{code}}5000000000L{{/code}} (large integer)
489 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
490 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
491 -* {{code}}500m{{/code}} (Length in metres)
492 -* {{code}}10s{{/code}} (Time in seconds)
493 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
440 +* {{code language="xml"}}5000000000L{{/code}} (large integer)
441 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
442 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
443 +* {{code language="xml"}}500m{{/code}} (Length in metres)
444 +* {{code language="xml"}}10s{{/code}} (Time in seconds)
445 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
494 494  
495 495  A space between number and suffix is allowed.
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.
... ... @@ -537,119 +537,100 @@
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."/}}
486 +{{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:
490 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported
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 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
562 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
563 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
564 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
565 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
566 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
567 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
568 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
495 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above
496 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions
497 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
498 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
499 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
500 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
501 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
502 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
569 569  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
570 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
571 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
572 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
504 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
505 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
506 +|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
573 573  |typeof|unary|
574 -{{code}}typeof null{{/code}}
575 -\\{{code}}typeof 0{{/code}}
576 -\\{{code}}typeof 'Hello world'{{/code}}|
577 -{{code}}datatype.null{{/code}}
578 -\\{{code}}datatype.integer{{/code}}
579 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
508 +{{code language="xml"}}typeof null{{/code}}
509 +\\{{code language="xml"}}typeof 0{{/code}}
510 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}|
511 +{{code language="xml"}}datatype.null{{/code}}
512 +\\{{code language="xml"}}datatype.integer{{/code}}
513 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
580 580  |sin|unary|
581 -{{code}}sin(30deg){{/code}}
582 -\\{{code}}sin(pi){{/code}}|
583 -{{code}}0.5{{/code}}
584 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
515 +{{code language="xml"}}sin(30deg){{/code}}
516 +\\{{code language="xml"}}sin(pi){{/code}}|
517 +{{code language="xml"}}0.5{{/code}}
518 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)
585 585  |cos|unary|
586 -{{code}}cos(60deg){{/code}}
587 -\\{{code}}cos(pi){{/code}}|
588 -{{code}}0.5{{/code}}
589 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
590 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
591 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
592 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
593 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
594 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
595 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
596 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
520 +{{code language="xml"}}cos(60deg){{/code}}
521 +\\{{code language="xml"}}cos(pi){{/code}}|
522 +{{code language="xml"}}0.5{{/code}}
523 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
524 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
525 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
526 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
527 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
528 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
529 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
530 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
597 597  |+|binary|
598 -{{code}}1 + 1{{/code}}
599 -\\{{code}}'Hello' + ' world'{{/code}}|
600 -{{code}}2{{/code}}
601 -\\{{code}}'Hello world'{{/code}}|
532 +{{code language="xml"}}1 + 1{{/code}}
533 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}|
534 +{{code language="xml"}}2{{/code}}
535 +\\{{code language="xml"}}'Hello world'{{/code}}|
602 602  Addition
603 603  \\String concatenation
604 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
538 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
605 605  |
606 606  lt
607 -\\&lt; (<)|binary|
608 -{{code}}1 lt 3{{/code}}
609 -\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
541 +\\< (<)|binary|
542 +{{code language="xml"}}1 lt 3{{/code}}
543 +\\{{code language="xml"}}1 &lt; 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
610 610  |
611 611  le
612 -\\&lt;=|binary|
613 -{{code}}1 le 3{{/code}}
614 -\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
546 +\\<=|binary|
547 +{{code language="xml"}}1 le 3{{/code}}
548 +\\{{code language="xml"}}1 &lt;= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
615 615  |
616 616  gt
617 -\\&gt; (>)|binary|
618 -{{code}}1 gt 3{{/code}}
619 -\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
551 +\\> (>)|binary|
552 +{{code language="xml"}}1 gt 3{{/code}}
553 +\\{{code language="xml"}}1 &gt; 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
620 620  |
621 621  ge
622 -\\&gt;=|binary|
623 -{{code}}1 ge 3{{/code}}
624 -\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
556 +\\>=|binary|
557 +{{code language="xml"}}1 ge 3{{/code}}
558 +\\{{code language="xml"}}1 &gt;= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
625 625  |(((
626 626  = =
627 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
628 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
629 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
630 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
561 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
562 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
563 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
564 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics)
631 631  |
632 632  if ... then ...
633 633  \\if ... then ... else ...|ternary|
634 -{{code}}if 1 == 2 then 'F'{{/code}}
635 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
636 -{{code}}null{{/code}}
637 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
568 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}}
569 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
570 +{{code language="xml"}}null{{/code}}
571 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
638 638  
573 +)))(% id="operator-precedence-rules" %)
574 +(%%)
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.\\
578 +You can group sub-expressions using parentheses, but if you don't, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
650 650  
651 -
652 -
653 653  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
654 654  * Power operator: ^
655 655  * Multiplicative: *, /, %
... ... @@ -666,7 +666,7 @@
666 666  
667 667  When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
668 668  
669 -* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
596 +* Null and something else: The null value will be interpreted as "0" of the other type.
670 670  * Two non-unit integers: The result will be an integer of the largest involved type.
671 671  * Two non-unit numbers, not all integers: The result will be the largest involved float type.
672 672  * Non-unit and unit: The result will be the unit type.
... ... @@ -676,17 +676,17 @@
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}}
606 +* {{code language="xml"}}(1 + 1)f{{/code}} {{code language="xml"}}2f{{/code}} {{code language="xml"}}2.0{{/code}}
607 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}} {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} {{code language="xml"}}3600m / 3{{/code}} {{code language="xml"}}1200m{{/code}}
681 681  
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.)
609 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
683 683  
684 684  The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
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}}
615 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
616 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} {{code language="xml"}}'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  
... ... @@ -694,51 +694,49 @@
694 694  
695 695  === Boolean operators ===
696 696  
697 -Some additional notes on Boolean operators (such as and, or, not, ==):\\
624 +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 -* 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**.
627 +* Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**.
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 -* 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)
629 +* "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
630 +** Example:{{code language="xml"}} false and $foo{{/code}} {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all)
706 706  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
707 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
632 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
708 708  
709 -\\
710 710  
711 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting
712 712  
636 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
637 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
713 713  
714 714  {{{==}}}
715 715  
716 716  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
717 717  
718 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
719 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
643 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
644 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
720 720  
721 721  See also the section about [[value properties>>MediaWiki.NULL]].
722 722  
723 -Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
648 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
724 724  \\To get a percent character in the result string, use '%%' in the format string.
725 725  \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
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)
654 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
655 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}} {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
656 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
732 732  
733 733  Additional remarks:
734 734  
735 735  * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
736 -*  If "," is used without "." then any fractional digits are discarded.
661 +* If "," is used without "." then any fractional digits are discarded.
737 737  * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero).
738 738  
739 739  
740 740  
741 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
666 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}}
742 742  
743 743  
744 744  
... ... @@ -750,19 +750,19 @@
750 750  
751 751  Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
752 752  
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¥.
678 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]".
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."/}}
680 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}}
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.
686 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
762 762  
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;
688 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
764 764  
765 -If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
690 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
766 766  
767 767  
768 768  
... ... @@ -784,15 +784,15 @@
784 784  
785 785  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
786 786  
787 -* {{code}}table[]{{/code}} ⟹ creates an empty table
788 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
712 +* {{code language="xml"}}table[]{{/code}} creates an empty table
713 +* {{code language="xml"}}table[{0} = null]{{/code}} creates a table that maps the number 0 to null\\
789 789  
790 790  
791 791  
792 -* {{code}}table[{'$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 '$'
795 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
717 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} a table that maps the string '$foo' to the string 'bar'
718 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} exactly the same, just a shorter notation for string keys
719 +* {{code language="xml"}}table[foo = 'bar']{{/code}} error, 'foo' does not start with a '$'
720 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} a table that maps 1 to an empty list and 2 to an empty table\\
796 796  
797 797  
798 798  
... ... @@ -804,47 +804,47 @@
804 804  
805 805  == Value properties ==
806 806  
807 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.
732 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used.
808 808  
809 -Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
734 +Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
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
738 +* 1 42
739 +* 2 null
740 +* 3 'text'
741 +* '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\\
747 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} 100 (reading the first element)
748 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 'world' (second element of the inner list, which is the third element of the outer list)
749 +* {{code language="xml"}}[].{'count'}{{/code}} 0
750 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} 42\\
826 826  
827 827  
828 828  
829 -In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
754 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
830 830  
831 -* {{code}}[42].{'count'}{{/code}}
832 -* {{code}}$ship.{'name'}{{/code}}
833 -* {{code}}$ship.{'class'} {{/code}}
834 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
756 +* {{code language="xml"}}[42].{'count'}{{/code}}
757 +* {{code language="xml"}}$ship.{'name'}{{/code}}
758 +* {{code language="xml"}}$ship.{'class'}{{/code}}
759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\
835 835  
836 836  
837 837  
838 838  But it is easier just to write the property key without braces, which is equivalent:
839 839  
840 -* {{code}}[0].count{{/code}}
841 -* {{code}}$ship.name{{/code}}
842 -* {{code}}$ship.class{{/code}}
843 -* {{code}}table[$foo='bar'].$foo{{/code}}\\
765 +* {{code language="xml"}}[0].count{{/code}}
766 +* {{code language="xml"}}$ship.name{{/code}}
767 +* {{code language="xml"}}$ship.class{{/code}}
768 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\
844 844  
845 845  
846 846  
847 -(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
772 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
848 848  
849 849  A list has even more properties:
850 850  
... ... @@ -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
780 +* {{code language="xml"}}[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
784 +* {{code language="xml"}}[1, 6, 8].average{{/code}} 5
860 860  
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
786 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list
862 862  
863 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
788 +* {{code language="xml"}}[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}}
792 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} {{code language="xml"}}[1, 6, 8]{{/code}}
868 868  
869 869  A table has different properties:
870 870  
... ... @@ -875,16 +875,16 @@
875 875  
876 876  
877 877  
878 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
803 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
879 879  
880 880  
881 881  
882 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
883 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
807 +* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
808 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
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'.{[...]}."/}}
812 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}}
888 888  
889 889  
890 890  
... ... @@ -893,24 +893,24 @@
893 893  
894 894  {{{===}}}
895 895  
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:
821 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false:
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'\\
823 +* {{code language="xml"}}$list.{5}{{/code}} The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
824 +* {{code language="xml"}}$list.{5}?{{/code}} true if $list exists and has the property 5, false otherwise
825 +* {{code language="xml"}}$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
831 +* {{code language="xml"}}$list{{/code}} The value stored under the name $list, or an error if there is no such variable
832 +* {{code language="xml"}}$list?{{/code}} true if the variable exists, false otherwise
908 908  
909 -To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
834 +To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
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 $list, if it exists, null otherwise
836 +* {{code language="xml"}}@$list.{5}{{/code}} The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
837 +* {{code language="xml"}}@$list{{/code}} The list if this variable exists, null otherwise
838 +* {{code language="xml"}}@$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  
... ... @@ -920,7 +920,7 @@
920 920  
921 921  === Static lookups ===
922 922  
923 -There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
848 +There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes.
924 924  
925 925  Here are a few enumeration classes and corresponding example lookup values:
926 926  
... ... @@ -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:
902 +{{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 -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:
906 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term:
982 982  
983 -<code>(typeof $value).isstring</code>"/}}
908 +<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."/}}
910 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}}
986 986  
987 987  \\
988 988  
... ... @@ -992,11 +992,11 @@
992 992  
993 993  === Player properties ===
994 994  
995 -You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
920 +You can access many player-related game properties via the keyword "player":
996 996  
997 -* player.**name**: The playerΓÇÖs name
922 +* player.**name**: The player's name
998 998  * player.**age**: The passed in-game time since game start
999 -* player.**money**: The money in the playerΓÇÖs account
924 +* player.**money**: The money in the player's account
1000 1000  * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
1001 1001  
1002 1002  
... ... @@ -1023,7 +1023,7 @@
1023 1023  * available
1024 1024  * isclass.(...)
1025 1025  
1026 -These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
951 +These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
1027 1027  
1028 1028  (% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
1029 1029  
... ... @@ -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}}
1037 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
961 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
962 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\
1038 1038  
1039 1039  
1040 1040  
1041 -* {{code}}$time.formatted.{'formatstring'}{{/code}}
1042 -* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
966 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
967 +* {{code language="xml"}}$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}}
997 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}{{code language="xml"}}'1,234'{{/code}}
998 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
999 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}{{code language="xml"}}'1,234.00 Cr'{{/code}}
1000 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
1001 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}{{code language="xml"}}'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}}
1007 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} {{code language="xml"}}'00:02:31'{{/code}}
1008 +* {{code language="xml"}}(151s).formatted.default{{/code}} {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
1009 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} {{code language="xml"}}'00:02:31.000'{{/code}}
1010 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} {{code language="xml"}}'0:02'{{/code}}
1086 1086  
1087 1087  (% id="complete-property-documentation" %)
1088 1088  
... ... @@ -1094,26 +1094,26 @@
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:
1022 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1098 1098  
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"/}}
1024 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
1025 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}}
1101 1101  
1102 1102  
1103 1103  
1104 -This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field:
1029 +This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field:
1105 1105  
1106 1106  * Enter the beginning of a base keyword
1107 -* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1108 -* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1032 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable
1033 +* To see the properties of a base keyword or data type, enter a dot (".")
1109 1109  * After the dot, you can enter a property name
1110 -* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
1035 +* You can also enter a dot (".") as first character to search globally for a property
1111 1111  
1112 1112  \\
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."/}}
1041 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}}
1117 1117  
1118 1118  
1119 1119  
... ... @@ -1123,7 +1123,7 @@
1123 1123  
1124 1124  = MD refreshing and patching =
1125 1125  
1126 -When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1051 +When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1127 1127  
1128 1128  \\
1129 1129  
... ... @@ -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."/}}
1080 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}}
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."/}}
1082 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}}
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}}
1094 +{{code language="xml"}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}
1170 1170  
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.
1096 +The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
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."/}}
1100 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1176 1176  
1177 1177  
1178 1178  
... ... @@ -1192,41 +1192,38 @@
1192 1192  
1193 1193  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1194 1194  
1195 -{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1120 +{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}
1196 1196  
1197 1197  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1198 1198  
1199 -{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1124 +{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}}
1200 1200  
1201 -{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1126 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1202 1202  
1203 1203  
1204 1204  
1205 1205  \\
1206 1206  
1207 -(% id="categorybroken_macroanchorrandom-ranges" %)
1208 -
1209 1209  == Random ranges ==
1210 1210  
1211 1211  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1212 1212  
1213 -{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1136 +{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}}
1214 1214  
1215 1215  To select a random element from a list, this syntax can be used:
1216 1216  
1217 -{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1140 +{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}
1218 1218  
1219 1219  To get a random number within a given range, you can use min/max:
1220 1220  
1221 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1144 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}
1222 1222  
1223 1223  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1224 1224  
1225 -You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1148 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1226 1226  
1227 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1150 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}
1228 1228  
1229 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1230 1230  \\(% id="variables-and-namespaces" %)
1231 1231  
1232 1232  = Variables and namespaces =
... ... @@ -1233,44 +1233,43 @@
1233 1233  
1234 1234  As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read).
1235 1235  
1236 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1158 +
1237 1237  \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1238 1238  
1239 1239  == Creating and removing variables ==
1240 1240  
1241 -{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1163 +You can create variables with certain actions and conditions, such as the <set_value> action:
1242 1242  
1243 -{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1165 +{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}}
1244 1244  
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>.)
1167 +<set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1246 1246  
1247 -The default operation of <set_value> is ΓÇ£**set**ΓÇ¥, but there are more: ΓÇ£**add**ΓÇ¥, ΓÇ£**subtract**ΓÇ¥, and ΓÇ£**insert**ΓÇ¥. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1169 +The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1248 1248  
1249 -{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1171 +{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}}
1250 1250  
1251 1251  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1252 1252  
1253 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1175 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\
1254 1254  
1255 1255  The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1256 1256  
1257 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1179 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}
1258 1258  
1259 1259  This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases.
1260 1260  
1261 1261  Appending is easier than that. The following actions are equivalent:
1262 1262  
1263 -{{code}}&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1185 +{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}
1264 1264  
1265 1265  Inserting at a position below 1 or above $list.count + 1 is not possible.
1266 1266  
1267 1267  To remove variables or list/table entries, use <remove_value>:
1268 1268  
1269 -{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1191 +{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1270 1270  
1271 1271  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1272 1272  
1273 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1274 1274  \\\\\\(% id="accessing-remote-variables" %)
1275 1275  
1276 1276  == Accessing remote variables ==
... ... @@ -1277,40 +1277,37 @@
1277 1277  
1278 1278  You can also read and write variables in other cues by using the variable name as property key:
1279 1279  
1280 -{{code}}&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1201 +{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}
1281 1281  
1282 1282  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1283 1283  
1284 -{{code}}&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1205 +{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}}
1285 1285  
1286 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1287 1287  \\\\\\(% id="namespaces" %)
1288 1288  
1289 1289  == Namespaces ==
1290 1290  
1291 -In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1211 +In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
1292 1292  
1293 1293  Consider this case:
1294 1294  
1295 -{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$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}}
1215 +{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}
1296 1296  
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.
1217 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue.
1298 1298  
1299 -You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1219 +You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1300 1300  
1301 1301  (% id="defining-a-cues-namespace" %)
1302 1302  
1303 -=== Defining a cueΓÇÖs namespace ===
1223 +=== Defining a cue's namespace ===
1304 1304  
1305 1305  When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible:
1306 1306  
1307 -* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1308 -* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1309 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1227 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo
1228 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1229 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1310 1310  
1311 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1312 1312  
1232 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example:
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:
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.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1234 +<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}