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|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  
... ... @@ -14,15 +14,17 @@
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 {{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, 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 27  == Script debug output ==
28 28  
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44 44  
45 45  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.
46 46  
47 -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:
48 48  
49 49  {{code language="xml"}}
50 50  <?xml version="1.0" encoding="utf-8"?>
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51 51  <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
52 52  {{/code}}
53 53  
54 -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.
55 55  
56 56  The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
57 57  
... ... @@ -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 <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  
... ... @@ -108,7 +108,7 @@
108 108  
109 109  **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.
110 110  
111 -**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.
112 112  
113 113  Example for an event condition:
114 114  
... ... @@ -148,11 +148,11 @@
148 148  
149 149  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
150 150  
151 -* 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).\\
152 152  
153 153  
154 154  
155 -* 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.
156 156  
157 157  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).
158 158  
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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  
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196 196  <event_cue_completed cue="parent"/>
197 197  {{/code}}
198 198  
199 -<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.
201 +<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.
200 200  
201 201  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>.
202 202  
... ... @@ -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 <debug_text> are usually only visible when the "scripts" debug filter is enabled, see 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  
... ... @@ -243,7 +243,7 @@
243 243  </library>
244 244  {{/code}}
245 245  
246 -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.
248 +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.
247 247  
248 248  To use a library, use the attribute ref:
249 249  
... ... @@ -284,13 +284,12 @@
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  
293 +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.
291 291  
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 -
294 294  Notes:
295 295  
296 296  * 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).
... ... @@ -314,7 +314,7 @@
314 314  </library>
315 315  {{/code}}
316 316  
317 -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:
318 +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:
318 318  
319 319  {{code language="xml"}}
320 320  <cue name="Foo" ref="Lib">
... ... @@ -323,7 +323,7 @@
323 323  </cue>
324 324  {{/code}}
325 325  
326 -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 $baz would be created.
327 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.
327 327  
328 328  {{code language="xml"}}
329 329  <library name="Lib">
... ... @@ -340,27 +340,27 @@
340 340  
341 341  = Instantiation =
342 342  
343 -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.**
344 -\\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.
344 +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.**
345 +\\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.
345 345  \\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.
346 346  
347 347  == Cleaning up instances explicitly ==
348 348  
349 -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.
350 +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.
350 350  
351 -{{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."/}}
352 +{{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards."/}}
352 352  
353 353  == Access to instances ==
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 script expressions.{{/info}}
358 358  
359 359  
360 360  
361 361  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.
362 362  
363 -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.
364 +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.
364 364  
365 365  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.
366 366  
... ... @@ -373,11 +373,11 @@
373 373  Example situations:
374 374  
375 375  * In the static tree: Cue names in expressions are always resolved to the static cues.
376 -* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
377 -* 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.
378 -* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
379 -* 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.
380 -* 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.
377 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2).
378 +* 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.
379 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a)
380 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
381 +* 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.
381 381  
382 382  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.
383 383  
... ... @@ -393,12 +393,16 @@
393 393  
394 394  * **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:\\
395 395  
396 -{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
397 -\\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:
398 -\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
397 +{{code language="xml"}}
398 + <debug_text text="static.$foo"/>
399 +{{/code}}
400 +It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
401 +{{code language="xml"}}
402 +<set_value name="$foo" exact="static.$foo"/>
403 +{{/code}}
399 399  
400 -* **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.
401 -* **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.
405 +* **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.
406 +* **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.
402 402  
403 403  = Expressions =
404 404  
... ... @@ -407,12 +407,12 @@
407 407  * {{code}}0{{/code}} (integer number)
408 408  * {{code}}0772{{/code}} (leading 0 means octal integer number)
409 409  * {{code}}3.14159{{/code}} (floating point number)
410 -* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
415 +* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
411 411  * {{code}}0xCAFE{{/code}} (hexadecimal integer number)
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."/}}
420 +{{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  
... ... @@ -424,11 +424,11 @@
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."/}}
432 +{{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}}
428 428  
429 429  == Numeric data types and suffixes ==
430 430  
431 -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:
436 +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:
432 432  
433 433  * {{code}}5000000000L{{/code}} (large integer)
434 434  * {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
... ... @@ -476,11 +476,11 @@
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."/}}
484 +{{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  
483 -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
488 +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
484 484  
485 485  (% style="margin-left: 0.0px;" %)
486 486  (((
... ... @@ -531,24 +531,24 @@
531 531  |-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
532 532  |
533 533  lt
534 -\\&lt; (<)|binary|
539 +\\< (<)|binary|
535 535  {{code}}1 lt 3{{/code}}
536 -\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
541 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than
537 537  |
538 538  le
539 -\\&lt;=|binary|
544 +\\<=|binary|
540 540  {{code}}1 le 3{{/code}}
541 -\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
546 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
542 542  |
543 543  gt
544 -\\&gt; (>)|binary|
549 +\\> (>)|binary|
545 545  {{code}}1 gt 3{{/code}}
546 -\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
551 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
547 547  |
548 548  ge
549 -\\&gt;=|binary|
554 +\\>=|binary|
550 550  {{code}}1 ge 3{{/code}}
551 -\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
556 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
552 552  |(((
553 553  = =
554 554  )))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
... ... @@ -568,7 +568,7 @@
568 568  
569 569  === Operator precedence rules ===
570 570  
571 -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.
576 +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.
572 572  
573 573  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
574 574  * Power operator: ^
... ... @@ -586,7 +586,7 @@
586 586  
587 587  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:
588 588  
589 -* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
594 +* Null and something else: The null value will be interpreted as "0" of the other type.
590 590  * Two non-unit integers: The result will be an integer of the largest involved type.
591 591  * Two non-unit numbers, not all integers: The result will be the largest involved float type.
592 592  * Non-unit and unit: The result will be the unit type.
... ... @@ -596,17 +596,17 @@
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}}
604 +* {{code}}(1 + 1)f{{/code}} {{code}}2f{{/code}} {{code}}2.0{{/code}}
605 +* {{code}}(1h) m / (180deg) i{{/code}} {{code}}(3600s) m / (3.14rad) i{{/code}} {{code}}3600m / 3{{/code}} {{code}}1200m{{/code}}
601 601  
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.)
607 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code}}(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.)
603 603  
604 604  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.
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}}
613 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} {{code}}'One plus one is equal to 2.'{{/code}}
614 +* {{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  
... ... @@ -617,17 +617,20 @@
617 617  Some additional notes on Boolean operators (such as and, or, not, ==):
618 618  
619 619  * Of course a Boolean operation always results in true or false (integer 1 or 0).
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**.
625 +* 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**.
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 -* 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)
627 +* "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
628 +** 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 -* <, <=, >, >= 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.
630 +* <, <=, >, >= 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.
626 626  
627 627  
628 628  
629 -== Strings and formatting ==
634 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
635 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
630 630  
637 +{{{==}}}
638 +
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}}
... ... @@ -635,56 +635,56 @@
635 635  
636 636  See also the section about [[value properties>>MediaWiki.NULL]].
637 637  
638 -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'.
646 +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'.
639 639  \\To get a percent character in the result string, use '%%' in the format string.
640 640  \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
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)
652 +* {{code}}'%,s'.[12345678]{{/code}} {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
653 +* {{code}}'%.3s'.[123.4]{{/code}} {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
654 +* {{code}}'%,.1s'.[12345.67]'{{/code}} {{code}}'12,345.7'{{/code}} (combination of the above)
647 647  
648 648  Additional remarks:
649 649  
650 650  * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
651 -*  If "," is used without "." then any fractional digits are discarded.
659 +* If "," is used without "." then any fractional digits are discarded.
652 652  * "." 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).
653 653  
654 654  
655 655  
656 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
664 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}}
657 657  
658 658  
659 659  
660 660  \\
661 661  
670 +(% 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]].
667 667  
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¥.
676 +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 "[ ]".
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."/}}
678 +{{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}}
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.
684 +{{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.
677 677  
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;
686 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
679 679  
680 -If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
688 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
681 681  
682 682  
683 683  
684 684  \\
685 685  
694 +(% id="categorybroken_macroanchortables" %)
686 686  
687 -
688 688  == Tables ==
689 689  
690 690  Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
... ... @@ -699,52 +699,53 @@
699 699  
700 700  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
701 701  
702 -* {{code}}table[]{{/code}} ⟹ creates an empty table
703 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
710 +* {{code language="xml"}}table[]{{/code}} creates an empty table
711 +* {{code language="xml"}}table[{0} = null]{{/code}} creates a table that maps the number 0 to null\\
704 704  
705 705  
706 706  
707 -* {{code}}table[{'$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 '$'
710 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
715 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} a table that maps the string '$foo' to the string 'bar'
716 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} exactly the same, just a shorter notation for string keys
717 +* {{code language="xml"}}table[foo = 'bar']{{/code}} error, 'foo' does not start with a '$'
718 +* {{code language="xml"}}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).
722 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
723 +
715 715  \\
716 716  
726 +(% id="categorybroken_macroanchorvalue-properties" %)
717 717  
718 -
719 719  == Value properties ==
720 720  
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.
730 +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.
722 722  
723 -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.
732 +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.
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
736 +* 1 42
737 +* 2 null
738 +* 3 'text'
739 +* '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\\
745 +* {{code}}[100, 200, 300, 400].{1}{{/code}} 100 (reading the first element)
746 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 'world' (second element of the inner list, which is the third element of the outer list)
747 +* {{code}}[].{'count'}{{/code}} 0
748 +* {{code}}table[{21} = 42].{21}{{/code}} 42\\
740 740  
741 741  
742 742  
743 -In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
752 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
744 744  
745 745  * {{code}}[42].{'count'}{{/code}}
746 746  * {{code}}$ship.{'name'}{{/code}}
747 -* {{code}}$ship.{'class'} {{/code}}
756 +* {{code}}$ship.{'class'}{{/code}}
748 748  * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
749 749  
750 750  
... ... @@ -758,7 +758,7 @@
758 758  
759 759  
760 760  
761 -(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
770 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
762 762  
763 763  A list has even more properties:
764 764  
... ... @@ -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
778 +* {{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
782 +* {{code}}[1, 6, 8].average{{/code}} 5
774 774  
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
784 +**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
776 776  
777 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
786 +* {{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}}
790 +* {{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'.{[...]}."/}}
810 +{{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 ===
814 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
806 806  
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 +{{{===}}}
812 812  
819 +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:
813 813  
821 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
822 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
823 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
814 814  
825 +
826 +
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
829 +* {{code}}$list{{/code}} The value stored under the name $list, or an error if there is no such variable
830 +* {{code}}$list?{{/code}} true if the variable exists, false otherwise
819 819  
820 -To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
832 +To look up the value of a property although it may not exist, you can use the at-sign "@" 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 $list, if it exists, null otherwise
834 +* {{code}}@$list.{5}{{/code}} The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
835 +* {{code}}@$list{{/code}} The list if this variable exists, null otherwise
836 +* {{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  
... ... @@ -831,7 +831,7 @@
831 831  
832 832  === Static lookups ===
833 833  
834 -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.
846 +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.
835 835  
836 836  Here are a few enumeration classes and corresponding example lookup values:
837 837  
... ... @@ -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:
900 +{{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 -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:
904 +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:
893 893  
894 -<code>(typeof $value).isstring</code>"/}}
906 +<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."/}}
908 +{{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}}
897 897  
898 898  \\
899 899  
... ... @@ -903,11 +903,11 @@
903 903  
904 904  === Player properties ===
905 905  
906 -You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
918 +You can access many player-related game properties via the keyword "player":
907 907  
908 -* player.**name**: The playerΓÇÖs name
920 +* player.**name**: The player's name
909 909  * player.**age**: The passed in-game time since game start
910 -* player.**money**: The money in the playerΓÇÖs account
922 +* player.**money**: The money in the player's account
911 911  * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
912 912  
913 913  
... ... @@ -934,22 +934,23 @@
934 934  * available
935 935  * isclass.(...)
936 936  
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.
949 +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.
938 938  
939 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)
951 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
940 940  
941 -=== Money and time formatting ===
942 942  
954 +{{{===}}}
955 +
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}}
959 +* {{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')
965 +* {{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}}
995 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}{{code}}'1,234'{{/code}}
996 +* {{code}}(1234Cr).formatted.default{{/code}}{{code}}'1,234'{{/code}} (same as {'%s'})
997 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}{{code}}'1,234.00 Cr'{{/code}}
998 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}{{code}}'1 k'{{/code}} (rounding towards zero)
999 +* {{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}}
1005 +* {{code}}(151s).formatted.{'%T'}{{/code}} {{code}}'00:02:31'{{/code}}
1006 +* {{code}}(151s).formatted.default{{/code}} {{code}}'00:02:31'{{/code}} (same as {'%T'})
1007 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} {{code}}'00:02:31.000'{{/code}}
1008 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} {{code}}'0:02'{{/code}}
996 996  
997 997  (% id="complete-property-documentation" %)
998 998  
... ... @@ -1004,26 +1004,26 @@
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:
1020 +{{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 -* 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"/}}
1022 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
1023 +* 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  
1014 -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:
1027 +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:
1015 1015  
1016 1016  * Enter the beginning of a base keyword
1017 -* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1018 -* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1030 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable
1031 +* To see the properties of a base keyword or data type, enter a dot (".")
1019 1019  * After the dot, you can enter a property name
1020 -* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
1033 +* You can also enter a dot (".") as first character to search globally for a property
1021 1021  
1022 1022  \\
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."/}}
1039 +{{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}}
1027 1027  
1028 1028  
1029 1029  
... ... @@ -1033,7 +1033,7 @@
1033 1033  
1034 1034  = MD refreshing and patching =
1035 1035  
1036 -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.
1049 +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.
1037 1037  
1038 1038  \\
1039 1039  
... ... @@ -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."/}}
1078 +{{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."/}}
1080 +{{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}}
1092 +{{code language="xml"}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}
1080 1080  
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.
1094 +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.
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."/}}
1098 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1086 1086  
1087 1087  
1088 1088  
... ... @@ -1102,41 +1102,38 @@
1102 1102  
1103 1103  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1104 1104  
1105 -{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1118 +{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}
1106 1106  
1107 1107  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1108 1108  
1109 -{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$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;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1122 +{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}}
1110 1110  
1111 -{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1124 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1112 1112  
1113 1113  
1114 1114  
1115 1115  \\
1116 1116  
1117 -(% id="categorybroken_macroanchorrandom-ranges" %)
1118 -
1119 1119  == Random ranges ==
1120 1120  
1121 1121  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1122 1122  
1123 -{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1134 +{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}}
1124 1124  
1125 1125  To select a random element from a list, this syntax can be used:
1126 1126  
1127 -{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1138 +{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}
1128 1128  
1129 1129  To get a random number within a given range, you can use min/max:
1130 1130  
1131 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1142 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}
1132 1132  
1133 1133  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1134 1134  
1135 -You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1146 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1136 1136  
1137 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1148 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}
1138 1138  
1139 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1140 1140  \\(% id="variables-and-namespaces" %)
1141 1141  
1142 1142  = Variables and namespaces =
... ... @@ -1143,44 +1143,43 @@
1143 1143  
1144 1144  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).
1145 1145  
1146 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1156 +
1147 1147  \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1148 1148  
1149 1149  == Creating and removing variables ==
1150 1150  
1151 -{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1161 +You can create variables with certain actions and conditions, such as the <set_value> action:
1152 1152  
1153 -{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1163 +{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}}
1154 1154  
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>.)
1165 +<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>.)
1156 1156  
1157 -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.
1167 +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.
1158 1158  
1159 -{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1169 +{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}}
1160 1160  
1161 1161  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1162 1162  
1163 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1173 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\
1164 1164  
1165 1165  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):
1166 1166  
1167 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1177 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}
1168 1168  
1169 1169  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.
1170 1170  
1171 1171  Appending is easier than that. The following actions are equivalent:
1172 1172  
1173 -{{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;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1183 +{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}
1174 1174  
1175 1175  Inserting at a position below 1 or above $list.count + 1 is not possible.
1176 1176  
1177 1177  To remove variables or list/table entries, use <remove_value>:
1178 1178  
1179 -{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1189 +{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1180 1180  
1181 1181  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1182 1182  
1183 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1184 1184  \\\\\\(% id="accessing-remote-variables" %)
1185 1185  
1186 1186  == Accessing remote variables ==
... ... @@ -1187,40 +1187,37 @@
1187 1187  
1188 1188  You can also read and write variables in other cues by using the variable name as property key:
1189 1189  
1190 -{{code}}&lt;set_value name=&quot;OtherCue.$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}}
1199 +{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}
1191 1191  
1192 1192  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1193 1193  
1194 -{{code}}&lt;set_value name=&quot;static.$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.$foo&quot; /&gt;{{/code}}
1203 +{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}}
1195 1195  
1196 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1197 1197  \\\\\\(% id="namespaces" %)
1198 1198  
1199 1199  == Namespaces ==
1200 1200  
1201 -In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1209 +In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
1202 1202  
1203 1203  Consider this case:
1204 1204  
1205 -{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$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}}
1213 +{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}
1206 1206  
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.
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 $foo. Of course they could write "parent.$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.
1208 1208  
1209 -You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1217 +You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1210 1210  
1211 1211  (% id="defining-a-cues-namespace" %)
1212 1212  
1213 -=== Defining a cueΓÇÖs namespace ===
1221 +=== Defining a cue's namespace ===
1214 1214  
1215 1215  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:
1216 1216  
1217 -* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1218 -* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1219 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1225 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo
1226 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1227 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1220 1220  
1221 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1222 1222  
1230 +{{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:
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:
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.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1232 +<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}