Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32936.1
edited by Daniel Turner
on 2023/08/22 16:40
on 2023/08/22 16:40
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To version 32939.1
edited by Daniel Turner
on 2023/08/22 16:50
on 2023/08/22 16:50
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... ... @@ -1,11 +1,12 @@ 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. 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[[ #000099;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 7 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.}}} 8 8 9 +(% id="md-scripts" %) 9 9 10 10 {{toc/}} 11 11 ... ... @@ -15,13 +15,15 @@ 15 15 16 16 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. 17 17 18 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: #000099;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 19 20 20 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. 21 21 22 -{{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 +{{note}} 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]]). 23 23 24 -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 +{{/note}} 25 25 26 26 == Script debug output == 27 27 ... ... @@ -29,37 +29,33 @@ 29 29 30 30 To collect all messages in a file, start the game with the following parameters on the command line: 31 31 32 -{{code}} 33 --logfile debuglog.txt 34 -{{/code}} 35 +{{code}}-logfile debuglog.txt{{/code}} 35 35 36 36 All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 37 37 38 -{{code}} 39 --debug scripts 40 -{{/code}} 39 +{{code}}-debug scripts{{/code}} 41 41 42 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 41 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\ 43 43 44 -The script action <debug_text> can be used to print debug messages from within a script. 43 +The script action <debug_text> can be used to print debug messages from within a script.\\ 45 45 46 46 = MD script structure = 47 47 48 48 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. 49 49 50 -The XML root node of an MD file is called mdscript and looks like this: 49 +The XML root node of an MD file is called “mdscript” and looks like this: 51 51 52 52 {{code language="xml"}} 53 - 52 +<?xml version="1.0" encoding="utf-8"?> 54 54 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 55 55 {{/code}} 56 56 57 -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. 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. 58 58 59 59 The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 60 60 61 61 {{code language="xml"}} 62 - 61 +<?xml version="1.0" encoding="utf-8"?> 63 63 <mdscript name="ScriptName" ...> 64 64 <cues> 65 65 <cue name="RootCue1"> [...] ... ... @@ -78,12 +78,14 @@ 78 78 79 79 * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 80 80 * **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 81 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 80 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\ 82 82 83 83 83 + 84 84 * **Complete**: The cue has finished performing its actions. 85 85 * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 86 86 87 +\\ 87 87 88 88 {{note body="There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}} 89 89 ... ... @@ -109,7 +109,7 @@ 109 109 110 110 **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. 111 111 112 -**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. 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. 113 113 114 114 Example for an event condition: 115 115 ... ... @@ -149,9 +149,10 @@ 149 149 150 150 If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 151 151 152 -* 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). 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).\\ 153 153 154 154 156 + 155 155 * 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 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 – for root cues that happens at game start, otherwise after the parent cue becomes active). ... ... @@ -214,7 +214,7 @@ 214 214 215 215 216 216 217 -{{note body="Messages printed with <debug_text> are usually only visible when the scripts debug filter is enabled, see [[NULL|Script debug output]]."/}} 219 +{{note body="Messages printed with <debug_text> are usually only visible when the “scripts” debug filter is enabled, see [[NULL|Script debug output]]."/}} 218 218 219 219 220 220 ... ... @@ -295,7 +295,7 @@ 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). 297 297 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 298 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 300 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 299 299 300 300 == Library Parameters == 301 301 ... ... @@ -340,8 +340,8 @@ 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: #000000;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 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 +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.** 346 +\\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. 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 == ... ... @@ -348,7 +348,7 @@ 348 348 349 349 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 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="<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."/}} 353 +{{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 ... ... @@ -360,13 +360,13 @@ 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 related to the current one. 365 +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. 366 366 367 367 Example chart: 368 368 369 -[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 371 +[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\ 370 370 371 371 This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 372 372 ... ... @@ -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: SubBar in an expression will be resolved to SubBar (inst 2). 377 -* 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. 378 -* In the inst-2a tree: SubBaz in an expression will be resolved to SubBaz (inst 2a) 379 -* In the inst-2a tree: Bar in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 380 -* 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. 378 +* In the inst-2 tree: “SubBar” in an expression will be resolved to SubBar (inst 2). 379 +* 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. 380 +* In the inst-2a tree: “SubBaz” in an expression will be resolved to SubBaz (inst 2a) 381 +* In the inst-2a tree: “Bar” in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 382 +* 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 ... ... @@ -391,11 +391,11 @@ 391 391 392 392 Some additional common pitfalls with respect to instantiation are listed here. There may be more. 393 393 394 -* **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: 396 +* **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 - (% style="color:#0000ff; text-decoration:none" %){{code}}<debug_text398 +{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 397 397 \\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 398 -\\{{code}}<set_value 400 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 399 399 400 400 * **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 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. 401 401 * **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 wouldn’t exist under other circumstances. ... ... @@ -407,10 +407,11 @@ 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, times ten to the power of) 412 +* {{code}}5e12{{/code}} (float in exponent notation, “times ten to the power of”) 411 411 * {{code}}0xCAFE{{/code}} (hexadecimal integer number) 412 412 413 413 416 + 414 414 {{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}} 415 415 416 416 ... ... @@ -422,11 +422,12 @@ 422 422 * {{code}}'String with a line break\n'{{/code}} 423 423 424 424 428 + 425 425 {{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 '''< > " &''' 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."/}} 426 426 427 427 == Numeric data types and suffixes == 428 428 429 -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: 433 +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: 430 430 431 431 * {{code}}5000000000L{{/code}} (large integer) 432 432 * {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) ... ... @@ -478,7 +478,7 @@ 478 478 479 479 == Operators == 480 480 481 -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 485 +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 482 482 483 483 (% style="margin-left: 0.0px;" %) 484 484 ((( ... ... @@ -548,7 +548,7 @@ 548 548 {{code}}1 ge 3{{/code}} 549 549 \\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 550 550 |((( 551 -= 555 += = 552 552 )))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 553 553 |~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 554 554 |and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) ... ... @@ -560,8 +560,9 @@ 560 560 \\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 561 561 {{code}}null{{/code}} 562 562 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 563 -))) 564 564 568 +)))(% id="operator-precedence-rules" %) 569 +(%%) 565 565 566 566 === Operator precedence rules === 567 567 ... ... @@ -577,12 +577,13 @@ 577 577 * or 578 578 * if/then/else (lowest precedence) 579 579 585 +(% id="type-conversion" %) 580 580 581 581 === Type conversion === 582 582 583 583 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: 584 584 585 -* Null and something else: The null value will be interpreted as 0 of the other type. 591 +* Null and something else: The null value will be interpreted as “0” of the other type. 586 586 * Two non-unit integers: The result will be an integer of the largest involved type. 587 587 * Two non-unit numbers, not all integers: The result will be the largest involved float type. 588 588 * Non-unit and unit: The result will be the unit type. ... ... @@ -595,7 +595,7 @@ 595 595 * {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 596 596 * {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 597 597 598 -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.) 604 +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.) 599 599 600 600 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. 601 601 ... ... @@ -606,6 +606,7 @@ 606 606 607 607 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 608 608 615 +(% id="boolean-operators" %) 609 609 610 610 === Boolean operators === 611 611 ... ... @@ -612,16 +612,20 @@ 612 612 Some additional notes on Boolean operators (such as and, or, not, ==): 613 613 614 614 * Of course a Boolean operation always results in true or false (integer 1 or 0). 615 -* 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**. 622 +* 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**. 616 616 * != 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. 617 -* 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 624 +* “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 618 618 ** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 619 619 * 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. 620 620 * <, <=, >, >= 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. 621 621 622 622 623 -== Strings and formatting == 624 624 631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 632 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 633 + 634 +{{{==}}} 635 + 625 625 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: 626 626 627 627 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} ... ... @@ -642,22 +642,24 @@ 642 642 Additional remarks: 643 643 644 644 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 645 -* 656 +*  If "," is used without "." then any fractional digits are discarded. 646 646 * "." 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). 647 647 648 648 660 + 649 649 {{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 650 650 651 651 652 652 665 +\\ 653 653 667 +(% id="categorybroken_macroanchorlists" %) 654 654 655 - 656 656 == Lists == 657 657 658 658 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]]. 659 659 660 -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 [ ]. 673 +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 “[ ]”. 661 661 662 662 {{note body="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."/}} 663 663 ... ... @@ -673,37 +673,42 @@ 673 673 674 674 675 675 689 +\\ 676 676 691 +(% id="categorybroken_macroanchortables" %) 677 677 678 - 679 679 == Tables == 680 680 681 -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. 695 +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.\\ 682 682 683 683 Almost all values are allowed as table keys, but there are a few exceptions: 684 684 685 685 * Strings must start with '$', like variables 686 686 * null cannot be used as table key (but the number 0 is valid) 687 -* Lists, tables, groups and buildplans cannot be used as table keys 701 +* Lists, tables, groups and buildplans cannot be used as table keys\\ 688 688 689 689 704 + 690 690 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 691 691 692 692 * {{code}}table[]{{/code}} ⟹ creates an empty table 693 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 708 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 694 694 695 695 711 + 696 696 * {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 697 697 * {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 698 698 * {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 699 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 715 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 700 700 701 701 702 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 703 - 704 704 719 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 705 705 721 +\\ 706 706 723 +(% id="categorybroken_macroanchorvalue-properties" %) 724 + 707 707 == Value properties == 708 708 709 709 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. ... ... @@ -724,27 +724,30 @@ 724 724 * {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 725 725 * {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 726 726 * {{code}}[].{'count'}{{/code}} ⟹ 0 727 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42 745 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 728 728 729 729 730 -In most cases the property key is a fixed string, like name or class. You can write this like above: 731 731 749 +In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 750 + 732 732 * {{code}}[42].{'count'}{{/code}} 733 733 * {{code}}$ship.{'name'}{{/code}} 734 -* {{code}}$ship.{'class'} 735 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}} 753 +* {{code}}$ship.{'class'} {{/code}} 754 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 736 736 737 737 757 + 738 738 But it is easier just to write the property key without braces, which is equivalent: 739 739 740 740 * {{code}}[0].count{{/code}} 741 741 * {{code}}$ship.name{{/code}} 742 742 * {{code}}$ship.class{{/code}} 743 -* {{code}}table[$foo='bar'].$foo{{/code}} 763 +* {{code}}table[$foo='bar'].$foo{{/code}}\\ 744 744 745 745 746 -(In this case, $ship is a variable. All variables start with a $, so they cannot be confused with keywords.) 747 747 767 +(In this case, $ship is a variable. All variables start with a “$”, so they cannot be confused with keywords.) 768 + 748 748 A list has even more properties: 749 749 750 750 **random'** returns a randomly chosen element (which requires that the list is non-empty) ... ... @@ -770,36 +770,42 @@ 770 770 * '**clone'** creates a shallow copy of the table 771 771 * '**keys'** allows you to access data about the table's keys 772 772 773 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 794 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 774 774 775 775 776 776 777 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 798 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 778 778 779 779 801 + 780 780 * {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 781 781 * {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 782 782 783 783 806 + 784 784 {{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'.{[...]}."/}} 785 785 786 786 787 787 788 -=== Lookup tests and suppressing errors ===811 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 789 789 790 -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: 791 791 814 +{{{===}}} 815 + 816 +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: 817 + 792 792 * {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 793 793 * {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 794 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 820 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 795 795 796 796 823 + 797 797 The question mark can even be applied to variables: 798 798 799 799 * {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 800 800 * {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 801 801 802 -To look up the value of a property although it may not exist, you can use the at-sign @ as prefix: 829 +To look up the value of a property although it may not exist, you can use the at-sign “@” as prefix: 803 803 804 804 * {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 805 805 * {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise ... ... @@ -807,17 +807,19 @@ 807 807 808 808 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. 809 809 837 +\\ 810 810 839 +(% id="static-lookups" %) 811 811 812 812 === Static lookups === 813 813 814 -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. 843 +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. 815 815 816 816 Here are a few enumeration classes and corresponding example lookup values: 817 817 818 818 (% style="margin-left: 0.0px;" %) 819 819 ((( 820 - 849 +\\ 821 821 822 822 823 823 ... ... @@ -873,31 +873,35 @@ 873 873 874 874 <code>(typeof $value).isstring</code>"/}} 875 875 876 -{{info body="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."/}} 905 +{{info body="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."/}} 877 877 907 +\\ 878 878 879 879 880 880 911 +(% id="player-properties" %) 881 881 882 882 === Player properties === 883 883 884 -You can access many player-related game properties via the keyword player: 915 +You can access many player-related game properties via the keyword “player”: 885 885 886 886 * player.**name**: The player’s name 887 887 * player.**age**: The passed in-game time since game start 888 888 * player.**money**: The money in the player’s account 889 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 920 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 890 890 891 891 923 + 892 892 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 893 -* player.**entity**: The actual player object 925 +* player.**entity**: The actual player object\\ 894 894 895 895 928 + 896 896 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 897 897 * player.**copilot**: The co-pilot NPC 898 898 899 899 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 900 - 933 +\\(% id="safe-properties" %) 901 901 902 902 === Safe properties === 903 903 ... ... @@ -910,24 +910,27 @@ 910 910 * available 911 911 * isclass.(...) 912 912 913 -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. 946 +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. 914 914 948 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 915 915 916 -=== Money and time formatting === 917 917 951 +{{{===}}} 952 + 918 918 **[New as of X Rebirth 4.0]** 919 919 \\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. 920 920 921 -* {{code}}$money.formatted.{'formatstring'} 922 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s') 956 +* {{code}}$money.formatted.{'formatstring'} {{/code}} 957 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 923 923 924 924 960 + 925 925 * {{code}}$time.formatted.{'formatstring'}{{/code}} 926 -* {{code}}$time.formatted.default{{/code}} 962 +* {{code}}$time.formatted.default{{/code}}  (using default format string '%T') 927 927 928 928 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 929 929 930 -When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 966 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\ 931 931 932 932 933 933 ... ... @@ -945,13 +945,14 @@ 945 945 * %G: Credits (truncated) in Giga format 946 946 * %T: Credits (truncated) in Tera format 947 947 * %Cr: Localised "Cr" string 948 -* %%: A % sign 984 +* %%: A % sign\\ 949 949 950 950 951 -Examples: 952 952 988 +Examples:\\ 953 953 954 954 991 + 955 955 * {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 956 956 * {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 957 957 * {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} ... ... @@ -967,12 +967,13 @@ 967 967 * {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 968 968 * {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 969 969 1007 +(% id="complete-property-documentation" %) 970 970 971 971 === Complete property documentation === 972 972 973 973 To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 974 974 975 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1013 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 976 976 977 977 978 978 ... ... @@ -983,28 +983,33 @@ 983 983 984 984 985 985 986 -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: 1024 +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: 987 987 988 988 * Enter the beginning of a base keyword 989 -* Enter $ followed by the data type you are looking for (e.g. $ship), as if it were a variable 990 -* To see the properties of a base keyword or data type, enter a dot (.) 1027 +* Enter $ followed by the data type you are looking for (e.g. “$ship”), as if it were a variable 1028 +* To see the properties of a base keyword or data type, enter a dot (“.”) 991 991 * After the dot, you can enter a property name 992 -* You can also enter a dot (.) as first character to search globally for a property 1030 +* You can also enter a dot (“.”) as first character to search globally for a property 993 993 1032 +\\ 994 994 995 995 996 996 997 -{{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 component, but have different properties based on their component class."/}} 1036 +{{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 “component”, but have different properties based on their component class."/}} 998 998 999 999 1000 1000 1040 +\\ 1001 1001 1042 +(% id="md-refreshing-and-patching" %) 1002 1002 1003 1003 = MD refreshing and patching = 1004 1004 1005 -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. 1046 +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. 1006 1006 1048 +\\ 1007 1007 1050 +(% id="details-and-restrictions" %) 1008 1008 1009 1009 == Details and restrictions == 1010 1010 ... ... @@ -1025,6 +1025,7 @@ 1025 1025 * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1026 1026 * Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1027 1027 1071 +\\ 1028 1028 1029 1029 1030 1030 ... ... @@ -1034,17 +1034,17 @@ 1034 1034 1035 1035 1036 1036 1081 +\\ 1037 1037 1083 +(% id="patching" %) 1038 1038 1039 1039 == Patching == 1040 1040 1041 1041 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. 1042 1042 1043 -{{code}} 1044 -<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue> 1045 -{{/code}} 1089 +{{code}}<cue [...] version="42">  <conditions> [...] </conditions>  <actions> [...] </actions>  <patch sinceversion="42">    [patch actions]  </patch></cue>{{/code}} 1046 1046 1047 -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. 1091 +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. 1048 1048 1049 1049 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. 1050 1050 ... ... @@ -1052,64 +1052,58 @@ 1052 1052 1053 1053 1054 1054 1099 +\\ 1055 1055 1101 +(% id="common-attribute-groups" %) 1056 1056 1057 1057 = Common attribute groups = 1058 1058 1059 1059 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1060 1060 1107 +\\ 1061 1061 1109 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1062 1062 1063 1063 == Value comparisons == 1064 1064 1065 1065 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1066 1066 1067 -{{code}} 1068 -<check_value value="$ware == ware.silicon and $amount != 0"/> 1069 -{{/code}} 1115 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1070 1070 1071 1071 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1072 1072 1073 -{{code}} 1074 -<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/> 1075 -{{/code}} 1119 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}} 1076 1076 1077 1077 {{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}} 1078 1078 1079 1079 1080 1080 1125 +\\ 1081 1081 1127 +(% id="categorybroken_macroanchorrandom-ranges" %) 1082 1082 1083 1083 == Random ranges == 1084 1084 1085 1085 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1086 1086 1087 -{{code}} 1088 -<set_value name="$race" exact="race.teladi"/> 1089 -{{/code}} 1133 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1090 1090 1091 1091 To select a random element from a list, this syntax can be used: 1092 1092 1093 -{{code}} 1094 -<set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1095 -{{/code}} 1137 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1096 1096 1097 1097 To get a random number within a given range, you can use min/max: 1098 1098 1099 -{{code}} 1100 -<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/> 1101 -{{/code}} 1141 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1102 1102 1103 1103 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1104 1104 1105 -You can select one of 5 different probability distribution profiles for the random range, flat being the default (all values in the range are equally likely). If you select another profile, e.g. increasing to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1145 +You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1106 1106 1107 -{{code}} 1108 -<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1109 -{{/code}} 1147 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1110 1110 1111 -(% style="color: #0000ff;(%%)1112 - 1149 +(% style="color: rgb(0,0,255);text-decoration: none;" %)  1150 +\\(% id="variables-and-namespaces" %) 1113 1113 1114 1114 = Variables and namespaces = 1115 1115 ... ... @@ -1116,102 +1116,83 @@ 1116 1116 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). 1117 1117 1118 1118 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1157 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1119 1119 1120 -\\ 1121 - 1122 1122 == Creating and removing variables == 1123 1123 1124 1124 {{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1125 1125 1126 -{{code}} 1127 - <set_value name="$foo" exact="$bar + 1" /> 1128 -{{/code}} 1163 +{{code}} <set_value name="$foo" exact="$bar + 1" />{{/code}} 1129 1129 1130 -<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>.) 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>.) 1131 1131 1132 -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. 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. 1133 1133 1134 -{{code}} 1135 -<set_value name="$foo" operation="add" /> 1136 -{{/code}} 1169 +{{code}}<set_value name="$foo" operation="add" />{{/code}} 1137 1137 1138 1138 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1139 1139 1140 -{{code}} 1141 -<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" /> 1142 -{{/code}} 1173 +{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1143 1143 1144 1144 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): 1145 1145 1146 -{{code}} 1147 -<set_value name="$list.{1}" exact="42" operation="insert" /> 1148 -{{/code}} 1177 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1149 1149 1150 1150 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. 1151 1151 1152 1152 Appending is easier than that. The following actions are equivalent: 1153 1153 1154 -{{code}} 1155 -<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" /> 1156 -{{/code}} 1183 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1157 1157 1158 1158 Inserting at a position below 1 or above $list.count + 1 is not possible. 1159 1159 1160 1160 To remove variables or list/table entries, use <remove_value>: 1161 1161 1162 -{{code}} 1163 -<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" /> 1164 -{{/code}} 1189 +{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1165 1165 1166 1166 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1167 1167 1168 1168 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1194 +\\\\\\(% id="accessing-remote-variables" %) 1169 1169 1170 -\\ 1171 - 1172 1172 == Accessing remote variables == 1173 1173 1174 1174 You can also read and write variables in other cues by using the variable name as property key: 1175 1175 1176 -{{code}} 1177 -<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1178 -{{/code}} 1200 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1179 1179 1180 1180 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1181 1181 1182 -{{code}} 1183 -<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" /> 1184 -{{/code}} 1204 +{{code}}<set_value name="static.$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}} 1185 1185 1186 1186 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1207 +\\\\\\(% id="namespaces" %) 1187 1187 1188 -\\ 1189 - 1190 1190 == Namespaces == 1191 1191 1192 -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. 1211 +In the examples above, a variable was written to and read from the “this” cue. This can be necessary: the expression “$foo” may be different from the expression “this.$foo”. The reason for that are namespaces. 1193 1193 1194 1194 Consider this case: 1195 1195 1196 -{{code}} 1197 -<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue> 1198 -{{/code}} 1215 +{{code}}<cue name="Root">  <actions>    <set_value name="$foo" />  </actions>  <cues>    <cue name="SubCue"> [...]    </cue>  </cues></cue>{{/code}} 1199 1199 1200 -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. 1217 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write “parent.$foo” or “Root.$foo”, but since it’s very common to have a single location for most variables in the whole cue tree, the easy solution is to write just “$foo” - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in “this” cue. 1201 1201 1202 -You can also use the keyword **namespace** in expressions to get the namespace cue. 1219 +You can also use the keyword “**namespace**” in expressions to get the namespace cue. 1203 1203 1221 +(% id="defining-a-cues-namespace" %) 1204 1204 1205 1205 === Defining a cue’s namespace === 1206 1206 1207 1207 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: 1208 1208 1209 -* **this**: Use this cue as namespace, even for instances: $foo == this.$foo 1210 -* **static**: Same as this, but when instantiated, use the static cue: $foo == static.$foo 1211 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as static. 1227 +* **this**: Use “this” cue as namespace, even for instances: $foo == this.$foo 1228 +* **static**: Same as “this”, but when instantiated, use the static cue: $foo == static.$foo 1229 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”. 1212 1212 1231 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1213 1213 1214 1214 1215 -{{warning body="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: 1234 +{{warning body="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: 1216 1216 1217 -<code><cue 1236 +<code><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>"/}}