Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32934.1
edited by Daniel Turner
on 2023/05/26 13:08
on 2023/05/26 13:08
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To version 32941.1
edited by Daniel Turner
on 2023/08/22 17:10
on 2023/08/22 17:10
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... ... @@ -1,6 +1,6 @@ 1 1 The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the[[ ┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.3 +An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 ... ... @@ -20,9 +20,11 @@ 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 27 == Script debug output == 28 28 ... ... @@ -84,7 +84,7 @@ 84 84 85 85 \\ 86 86 87 -{{no te body="There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br/>"/}}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}} 88 88 89 89 This is how a cue node looks like: 90 90 ... ... @@ -180,7 +180,7 @@ 180 180 181 181 182 182 183 -{{no te 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."/}}185 +{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 184 184 185 185 == Actions == 186 186 ... ... @@ -214,7 +214,7 @@ 214 214 215 215 216 216 217 -{{no te body="Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}219 +{{info}}Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].{{/info}} 218 218 219 219 220 220 ... ... @@ -230,7 +230,7 @@ 230 230 231 231 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. 232 232 233 -{{no te body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}235 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 234 234 235 235 236 236 ... ... @@ -284,11 +284,10 @@ 284 284 {{/code}} 285 285 286 286 289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 287 287 288 -{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 289 289 290 290 291 - 292 292 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. 293 293 294 294 Notes: ... ... @@ -354,7 +354,7 @@ 354 354 355 355 356 356 357 -{{no te body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}358 +{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}} 358 358 359 359 360 360 ... ... @@ -412,7 +412,7 @@ 412 412 413 413 414 414 415 -{{no te body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}} 416 416 417 417 418 418 ... ... @@ -424,7 +424,7 @@ 424 424 425 425 426 426 427 -{{no te body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}428 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}} 428 428 429 429 == Numeric data types and suffixes == 430 430 ... ... @@ -476,7 +476,7 @@ 476 476 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 477 477 ))) 478 478 479 -{{no te body="All unit data types are floating point types, except for money, which is an integer data type."/}}480 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 480 480 481 481 == Operators == 482 482 ... ... @@ -596,8 +596,8 @@ 596 596 597 597 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: 598 598 599 -* {{code}}(1 + 1)f{{/code}} Γƒ╣{{code}}2f{{/code}}Γƒ╣{{code}}2.0{{/code}}600 -* {{code}}(1h) m / (180deg) i{{/code}} Γƒ╣{{code}}(3600s) m / (3.14rad) i{{/code}}Γƒ╣{{code}}3600m / 3{{/code}}Γƒ╣{{code}}1200m{{/code}}600 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 601 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 601 601 602 602 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.) 603 603 ... ... @@ -605,8 +605,8 @@ 605 605 606 606 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: 607 607 608 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣{{code}}'One plus one is equal to 2.'{{/code}}609 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣{{code}}'One plus one is not equal to 11.'{{/code}}609 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 610 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 610 610 611 611 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 612 612 ... ... @@ -620,7 +620,7 @@ 620 620 * 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**. 621 621 * != 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. 622 622 * 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 623 -** Example:{{code}} false and $foo{{/code}} Γƒ╣{{code}}false{{/code}} (the value of $foo is not checked at all)624 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 624 624 * 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. 625 625 * <, <=, >, >= 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. 626 626 ... ... @@ -644,9 +644,9 @@ 644 644 \\**[New as of X Rebirth 4.0]** 645 645 \\ 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): 646 646 647 -* {{code}}'%,s'.[12345678]{{/code}} Γƒ╣{{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)648 -* {{code}}'%.3s'.[123.4]{{/code}} Γƒ╣{{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)649 -* {{code}}'%,.1s'.[12345.67]'{{/code}} Γƒ╣{{code}}'12,345.7'{{/code}} (combination of the above)648 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 649 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 650 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 650 650 651 651 Additional remarks: 652 652 ... ... @@ -670,17 +670,17 @@ 670 670 671 671 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¥. 672 672 673 -{{no te body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}674 +{{info}}When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}} 674 674 675 675 676 676 677 677 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. 678 678 679 -{{no te body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.680 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 680 680 681 681 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 682 682 683 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}} 684 684 685 685 686 686 ... ... @@ -702,15 +702,15 @@ 702 702 703 703 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 704 704 705 -* {{code}}table[]{{/code}} Γƒ╣creates an empty table706 -* {{code}}table[{0} = null]{{/code}} Γƒ╣creates a table that maps the number 0 to null\\706 +* {{code}}table[]{{/code}} ⟹ creates an empty table 707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 707 707 708 708 709 709 710 -* {{code}}table[{'$foo'} = 'bar']{{/code}} Γƒ╣a table that maps the string '$foo' to the string 'bar'711 -* {{code}}table[$foo = 'bar']{{/code}} Γƒ╣exactly the same, just a shorter notation for string keys712 -* {{code}}table[foo = 'bar']{{/code}} Γƒ╣error, 'foo' does not start with a '$'713 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} Γƒ╣a table that maps 1 to an empty list and 2 to an empty table\\711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 712 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 713 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 714 714 715 715 716 716 ... ... @@ -728,19 +728,19 @@ 728 728 729 729 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: 730 730 731 -* 1 Γƒ╣42732 -* 2 Γƒ╣null733 -* 3 Γƒ╣'text'734 -* 'count' Γƒ╣3732 +* 1 ⟹ 42 733 +* 2 ⟹ null 734 +* 3 ⟹ 'text' 735 +* 'count' ⟹ 3 735 735 736 736 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. 737 737 738 738 You can look up a property by appending a dot and the key in curly braces: 739 739 740 -* {{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣100 (reading the first element)741 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣'world' (second element of the inner list, which is the third element of the outer list)742 -* {{code}}[].{'count'}{{/code}} Γƒ╣0743 -* {{code}}table[{21} = 42].{21}{{/code}} Γƒ╣42\\741 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 742 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 743 +* {{code}}[].{'count'}{{/code}} ⟹ 0 744 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 744 744 745 745 746 746 ... ... @@ -748,7 +748,7 @@ 748 748 749 749 * {{code}}[42].{'count'}{{/code}} 750 750 * {{code}}$ship.{'name'}{{/code}} 751 -* {{code}}$ship.{'class'} ┬á{{/code}}752 +* {{code}}$ship.{'class'}{{/code}} 752 752 * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 753 753 754 754 ... ... @@ -770,19 +770,19 @@ 770 770 771 771 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 772 772 773 -* {{code}}[1, 6, 8].min{{/code}} Γƒ╣1774 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 774 774 775 775 **average'** returns the average (but all element types have to be compatible) 776 776 777 -* {{code}}[1, 6, 8].average{{/code}} Γƒ╣5778 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 778 778 779 779 **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 780 780 781 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣3782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 782 782 783 783 **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) 784 784 785 -* {{code}}[1, 6, 8].clone{{/code}} Γƒ╣{{code}}[1, 6, 8]{{/code}}786 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 786 786 787 787 A table has different properties: 788 788 ... ... @@ -802,7 +802,7 @@ 802 802 803 803 804 804 805 -{{no te body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}}806 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 806 806 807 807 808 808 ... ... @@ -813,22 +813,22 @@ 813 813 814 814 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: 815 815 816 -* {{code}}$list.{5}{{/code}} Γƒ╣The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error817 -* {{code}}$list.{5}?{{/code}} Γƒ╣true if $list exists and has the property 5, false otherwise818 -* {{code}}$table.$key?{{/code}} Γƒ╣Analogously, true if $table exists and has the string property '$key'\\817 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 818 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 819 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 819 819 820 820 821 821 822 822 The question mark can even be applied to variables: 823 823 824 -* {{code}}$list{{/code}} Γƒ╣The value stored under the name $list, or an error if there is no such variable825 -* {{code}}$list?{{/code}} Γƒ╣true if the variable exists, false otherwise825 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 826 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 826 826 827 827 To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 828 828 829 -* {{code}}@$list.{5}{{/code}} Γƒ╣The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)830 -* {{code}}@$list{{/code}} Γƒ╣The list if this variable exists, null otherwise831 -* {{code}}@$list.{5}.{1}{{/code}} Γƒ╣The first element of the fifth element of $list, if it exists, null otherwise830 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 831 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 832 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 832 832 833 833 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. 834 834 ... ... @@ -892,15 +892,15 @@ 892 892 \\faction.argongovernment|Factions 893 893 ))) 894 894 895 -{{no te body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 896 896 897 897 <code>typeof $value == datatype.faction</code> 898 898 899 899 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: 900 900 901 -<code>(typeof $value).isstring</code>"/}} 902 +<code>(typeof $value).isstring</code>"{{/info}} 902 902 903 -{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}904 +{{info}}There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."{{/info}} 904 904 905 905 \\ 906 906 ... ... @@ -951,13 +951,13 @@ 951 951 **[New as of X Rebirth 4.0]** 952 952 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 953 953 954 -* {{code}}$money.formatted.{'formatstring'} ┬á{{/code}}955 +* {{code}}$money.formatted.{'formatstring'}{{/code}} 955 955 * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 956 956 957 957 958 958 959 959 * {{code}}$time.formatted.{'formatstring'}{{/code}} 960 -* {{code}}$time.formatted.default{{/code}} ┬á(using default format string '%T')961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 961 961 962 962 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 963 963 ... ... @@ -987,20 +987,20 @@ 987 987 988 988 989 989 990 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}} Γƒ╣{{code}}'1,234'{{/code}}991 -* {{code}}(1234Cr).formatted.default{{/code}} Γƒ╣{{code}}'1,234'{{/code}} (same as {'%s'})992 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}} Γƒ╣{{code}}'1,234.00 Cr'{{/code}}993 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}} Γƒ╣{{code}}'1 k'{{/code}} (rounding towards zero)994 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}} Γƒ╣{{code}}'0 M'{{/code}}991 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 992 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 993 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 994 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 995 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 995 995 996 996 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 997 997 998 998 Examples: 999 999 1000 -* {{code}}(151s).formatted.{'%T'}{{/code}} Γƒ╣{{code}}'00:02:31'{{/code}}1001 -* {{code}}(151s).formatted.default{{/code}} Γƒ╣{{code}}'00:02:31'{{/code}} (same as {'%T'})1002 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} Γƒ╣{{code}}'00:02:31.000'{{/code}}1003 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} Γƒ╣{{code}}'0:02'{{/code}}1001 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1002 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1003 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1004 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1004 1004 1005 1005 (% id="complete-property-documentation" %) 1006 1006 ... ... @@ -1012,10 +1012,10 @@ 1012 1012 1013 1013 1014 1014 1015 -{{no te body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:1016 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1016 1016 1017 1017 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1018 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files "/}}1019 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 1019 1019 1020 1020 1021 1021 ... ... @@ -1031,7 +1031,7 @@ 1031 1031 1032 1032 1033 1033 1034 -{{no te body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}1035 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.{{/info}} 1035 1035 1036 1036 1037 1037 ... ... @@ -1070,9 +1070,9 @@ 1070 1070 1071 1071 1072 1072 1073 -{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}1074 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1074 1074 1075 -{{warning body="When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary."/}}1076 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}} 1076 1076 1077 1077 1078 1078 ... ... @@ -1084,13 +1084,13 @@ 1084 1084 1085 1085 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. 1086 1086 1087 -{{code}}<cue┬á[...] version="42"> ┬á<conditions> [...] </conditions>┬á<actions> [...] </actions>┬á<patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á</patch></cue>{{/code}}1088 +{{code}}<cue┬á[...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch┬ásinceversion="42">┬á┬á┬á [patch actions] </patch></cue>{{/code}} 1088 1088 1089 1089 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. 1090 1090 1091 1091 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. 1092 1092 1093 -{{no te body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}1094 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1094 1094 1095 1095 1096 1096 ... ... @@ -1116,7 +1116,7 @@ 1116 1116 1117 1117 {{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr" max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}} 1118 1118 1119 -{{no te body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1120 1120 1121 1121 1122 1122 ... ... @@ -1144,7 +1144,7 @@ 1144 1144 1145 1145 {{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1146 1146 1147 -(% style="color: rgb(0,0,255);text-decoration: none;" %) ┬á1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1148 1148 \\(% id="variables-and-namespaces" %) 1149 1149 1150 1150 = Variables and namespaces = ... ... @@ -1158,7 +1158,7 @@ 1158 1158 1159 1159 {{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1160 1160 1161 -{{code}} ┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}}1162 +{{code}}<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1162 1162 1163 1163 <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>.) 1164 1164 ... ... @@ -1210,7 +1210,7 @@ 1210 1210 1211 1211 Consider this case: 1212 1212 1213 -{{code}}<cue┬áname="Root"> ┬á<actions>┬á┬á<set_value┬áname="$foo" />┬á</actions>┬á<cues>┬á┬á<cue┬áname="SubCue"> [...]┬á┬á</cue>┬á</cues></cue>{{/code}}1214 +{{code}}<cue┬áname="Root"> <actions> <set_value┬áname="$foo" /> </actions> <cues> <cue┬áname="SubCue"> [...] </cue> </cues></cue>{{/code}} 1214 1214 1215 1215 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. 1216 1216 ... ... @@ -1229,6 +1229,6 @@ 1229 1229 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1230 1230 1231 1231 1232 -{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example:1233 +{{warning}}Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example: 1233 1233 1234 -<code><cue┬áname="LibRef"┬áref="Lib"> ┬á<param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á<param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}1235 +<code><cue┬áname="LibRef"┬áref="Lib"> <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace --> <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}