Änderungen von Dokument Mission Director Guide

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Zusammenfassung

Details

Seiteneigenschaften
Tags
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1 -Broken_macro/anchor
1 +Broken_macro/anchor|Broken macro/anchor
Inhalt
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1 1  The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
2 2  
3 -An introduction to the original MD can be found in the[[ (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
... ... @@ -20,9 +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 -{{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
89 +{{info}}There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}}
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 -{{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."/}}
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 -{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}
219 +{{info}}Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].{{/info}}
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 -{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}
235 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
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 -{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
358 +{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}}
358 358  
359 359  
360 360  
... ... @@ -412,7 +412,7 @@
412 412  
413 413  
414 414  
415 -{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}
416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}}
416 416  
417 417  
418 418  
... ... @@ -424,7 +424,7 @@
424 424  
425 425  
426 426  
427 -{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}
428 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}}
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 -{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
480 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
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}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
600 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
600 +* {{code}}(1 + 1)f{{/code}} {{code}}2f{{/code}} {{code}}2.0{{/code}}
601 +* {{code}}(1h) m / (180deg) i{{/code}} {{code}}(3600s) m / (3.14rad) i{{/code}} {{code}}3600m / 3{{/code}} {{code}}1200m{{/code}}
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}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
609 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
609 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} {{code}}'One plus one is equal to 2.'{{/code}}
610 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} {{code}}'One plus one is not equal to 11.'{{/code}}
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  
... ... @@ -620,14 +620,17 @@
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}} ⟹ {{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  
627 627  
628 628  
629 -== Strings and formatting ==
630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
630 630  
633 +{{{==}}}
634 +
631 631  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:
632 632  
633 633  * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
... ... @@ -641,9 +641,9 @@
641 641  \\**[New as of X Rebirth 4.0]**
642 642  \\ 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):
643 643  
644 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
645 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
646 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
648 +* {{code}}'%,s'.[12345678]{{/code}} {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
649 +* {{code}}'%.3s'.[123.4]{{/code}} {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
650 +* {{code}}'%,.1s'.[12345.67]'{{/code}} {{code}}'12,345.7'{{/code}} (combination of the above)
647 647  
648 648  Additional remarks:
649 649  
... ... @@ -659,8 +659,8 @@
659 659  
660 660  \\
661 661  
666 +(% id="categorybroken_macroanchorlists" %)
662 662  
663 -
664 664  == Lists ==
665 665  
666 666  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]].
... ... @@ -667,24 +667,24 @@
667 667  
668 668  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¥.
669 669  
670 -{{note body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}
674 +{{info}}When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}}
671 671  
672 672  
673 673  
674 674  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.
675 675  
676 -{{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
680 +{{info}}When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
677 677  
678 678  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;
679 679  
680 -If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
684 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"{{/info}}
681 681  
682 682  
683 683  
684 684  \\
685 685  
690 +(% id="categorybroken_macroanchortables" %)
686 686  
687 -
688 688  == Tables ==
689 689  
690 690  Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
... ... @@ -699,23 +699,24 @@
699 699  
700 700  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
701 701  
702 -* {{code}}table[]{{/code}} ⟹ creates an empty table
703 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
706 +* {{code}}table[]{{/code}} creates an empty table
707 +* {{code}}table[{0} = null]{{/code}} creates a table that maps the number 0 to null\\
704 704  
705 705  
706 706  
707 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
708 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
709 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
710 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} a table that maps the string '$foo' to the string 'bar'
712 +* {{code}}table[$foo = 'bar']{{/code}} exactly the same, just a shorter notation for string keys
713 +* {{code}}table[foo = 'bar']{{/code}} error, 'foo' does not start with a '$'
714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} a table that maps 1 to an empty list and 2 to an empty table\\
711 711  
712 712  
713 713  
714 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
718 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
719 +
715 715  \\
716 716  
722 +(% id="categorybroken_macroanchorvalue-properties" %)
717 717  
718 -
719 719  == Value properties ==
720 720  
721 721  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.
... ... @@ -724,19 +724,19 @@
724 724  
725 725  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:
726 726  
727 -* 1 ⟹ 42
728 -* 2 ⟹ null
729 -* 3 ⟹ 'text'
730 -* 'count' ⟹ 3
732 +* 1 42
733 +* 2 null
734 +* 3 'text'
735 +* 'count' 3
731 731  
732 732  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.
733 733  
734 734  You can look up a property by appending a dot and the key in curly braces:
735 735  
736 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
737 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
738 -* {{code}}[].{'count'}{{/code}} ⟹ 0
739 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
741 +* {{code}}[100, 200, 300, 400].{1}{{/code}} 100 (reading the first element)
742 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 'world' (second element of the inner list, which is the third element of the outer list)
743 +* {{code}}[].{'count'}{{/code}} 0
744 +* {{code}}table[{21} = 42].{21}{{/code}} 42\\
740 740  
741 741  
742 742  
... ... @@ -744,7 +744,7 @@
744 744  
745 745  * {{code}}[42].{'count'}{{/code}}
746 746  * {{code}}$ship.{'name'}{{/code}}
747 -* {{code}}$ship.{'class'} {{/code}}
752 +* {{code}}$ship.{'class'}{{/code}}
748 748  * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
749 749  
750 750  
... ... @@ -766,19 +766,19 @@
766 766  
767 767  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
768 768  
769 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
774 +* {{code}}[1, 6, 8].min{{/code}} 1
770 770  
771 771  **average'** returns the average (but all element types have to be compatible)
772 772  
773 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
778 +* {{code}}[1, 6, 8].average{{/code}} 5
774 774  
775 775  **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
776 776  
777 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} 3
778 778  
779 779  **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)
780 780  
781 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
786 +* {{code}}[1, 6, 8].clone{{/code}} {{code}}[1, 6, 8]{{/code}}
782 782  
783 783  A table has different properties:
784 784  
... ... @@ -798,30 +798,33 @@
798 798  
799 799  
800 800  
801 -{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}}
806 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}}
802 802  
803 803  
804 804  
805 -=== Lookup tests and suppressing errors ===
810 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
806 806  
812 +
813 +{{{===}}}
814 +
807 807  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:
808 808  
809 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
810 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
811 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
817 +* {{code}}$list.{5}{{/code}} The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
818 +* {{code}}$list.{5}?{{/code}} true if $list exists and has the property 5, false otherwise
819 +* {{code}}$table.$key?{{/code}} Analogously, true if $table exists and has the string property '$key'\\
812 812  
813 813  
814 814  
815 815  The question mark can even be applied to variables:
816 816  
817 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
818 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
825 +* {{code}}$list{{/code}} The value stored under the name $list, or an error if there is no such variable
826 +* {{code}}$list?{{/code}} true if the variable exists, false otherwise
819 819  
820 820  To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
821 821  
822 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
823 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
824 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
830 +* {{code}}@$list.{5}{{/code}} The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
831 +* {{code}}@$list{{/code}} The list if this variable exists, null otherwise
832 +* {{code}}@$list.{5}.{1}{{/code}} The first element of the fifth element of $list, if it exists, null otherwise
825 825  
826 826  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.
827 827  
... ... @@ -885,15 +885,15 @@
885 885  \\faction.argongovernment|Factions
886 886  )))
887 887  
888 -{{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
889 889  
890 890  <code>typeof $value == datatype.faction</code>
891 891  
892 892  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:
893 893  
894 -<code>(typeof $value).isstring</code>"/}}
902 +<code>(typeof $value).isstring</code>"{{/info}}
895 895  
896 -{{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}}
897 897  
898 898  \\
899 899  
... ... @@ -936,20 +936,21 @@
936 936  
937 937  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.
938 938  
939 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)
947 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
940 940  
941 -=== Money and time formatting ===
942 942  
950 +{{{===}}}
951 +
943 943  **[New as of X Rebirth 4.0]**
944 944  \\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.
945 945  
946 -* {{code}}$money.formatted.{'formatstring'} {{/code}}
955 +* {{code}}$money.formatted.{'formatstring'}{{/code}}
947 947  * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
948 948  
949 949  
950 950  
951 951  * {{code}}$time.formatted.{'formatstring'}{{/code}}
952 -* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
953 953  
954 954  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
955 955  
... ... @@ -979,20 +979,20 @@
979 979  
980 980  
981 981  
982 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
983 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
984 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
985 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
986 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
991 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}{{code}}'1,234'{{/code}}
992 +* {{code}}(1234Cr).formatted.default{{/code}}{{code}}'1,234'{{/code}} (same as {'%s'})
993 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}{{code}}'1,234.00 Cr'{{/code}}
994 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}{{code}}'1 k'{{/code}} (rounding towards zero)
995 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}{{code}}'0 M'{{/code}}
987 987  
988 988  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
989 989  
990 990  Examples:
991 991  
992 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
993 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
994 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
995 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
1001 +* {{code}}(151s).formatted.{'%T'}{{/code}} {{code}}'00:02:31'{{/code}}
1002 +* {{code}}(151s).formatted.default{{/code}} {{code}}'00:02:31'{{/code}} (same as {'%T'})
1003 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} {{code}}'00:02:31.000'{{/code}}
1004 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} {{code}}'0:02'{{/code}}
996 996  
997 997  (% id="complete-property-documentation" %)
998 998  
... ... @@ -1004,10 +1004,10 @@
1004 1004  
1005 1005  
1006 1006  
1007 -{{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1016 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1008 1008  
1009 1009  * Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1010 -* 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}}
1011 1011  
1012 1012  
1013 1013  
... ... @@ -1023,7 +1023,7 @@
1023 1023  
1024 1024  
1025 1025  
1026 -{{note body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}
1035 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.{{/info}}
1027 1027  
1028 1028  
1029 1029  
... ... @@ -1062,9 +1062,9 @@
1062 1062  
1063 1063  
1064 1064  
1065 -{{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}}
1066 1066  
1067 -{{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}}
1068 1068  
1069 1069  
1070 1070  
... ... @@ -1076,13 +1076,13 @@
1076 1076  
1077 1077  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.
1078 1078  
1079 -{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1088 +{{code}}&lt;cue [...] version=&quot;42&quot;&gt; &lt;conditions&gt; [...] &lt;/conditions&gt; &lt;actions&gt; [...] &lt;/actions&gt; &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions] &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1080 1080  
1081 1081  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.
1082 1082  
1083 1083  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.
1084 1084  
1085 -{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1094 +{{info}}The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1086 1086  
1087 1087  
1088 1088  
... ... @@ -1108,7 +1108,7 @@
1108 1108  
1109 1109  {{code}}&lt;check_value┬ávalue=&quot;FooCue.state&quot;┬áexact=&quot;cuestate.complete&quot;/&gt;&lt;check_value┬ávalue=&quot;$foo.count&quot;┬ámin=&quot;5&quot;/&gt;&lt;check_value┬ávalue=&quot;$foo&quot;┬ámax=&quot;player.age + 1min&quot;/&gt;&lt;check_value┬ávalue=&quot;player.money&quot;┬ámin=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value┬ávalue=&quot;$method&quot;┬álist=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value┬ávalue=&quot;$attention&quot;┬ámin=&quot;attention.visible&quot;/&gt;{{/code}}
1110 1110  
1111 -{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1112 1112  
1113 1113  
1114 1114  
... ... @@ -1136,7 +1136,7 @@
1136 1136  
1137 1137  {{code}}&lt;set_value┬áname=&quot;$foo&quot;┬ámin=&quot;-20&quot;┬ámax=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1138 1138  
1139 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1140 1140  \\(% id="variables-and-namespaces" %)
1141 1141  
1142 1142  = Variables and namespaces =
... ... @@ -1150,7 +1150,7 @@
1150 1150  
1151 1151  {{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1152 1152  
1153 -{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1162 +{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1154 1154  
1155 1155  <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>.)
1156 1156  
... ... @@ -1202,7 +1202,7 @@
1202 1202  
1203 1203  Consider this case:
1204 1204  
1205 -{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1214 +{{code}}&lt;cue name=&quot;Root&quot;&gt; &lt;actions&gt; &lt;set_value name=&quot;$foo&quot; /&gt; &lt;/actions&gt; &lt;cues&gt; &lt;cue name=&quot;SubCue&quot;&gt; [...] &lt;/cue&gt; &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1206 1206  
1207 1207  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.
1208 1208  
... ... @@ -1221,6 +1221,6 @@
1221 1221  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1222 1222  
1223 1223  
1224 -{{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:
1225 1225  
1226 -<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1235 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt; &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt; &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>{{/warning}}