Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32937.1
edited by Daniel Turner
on 2023/08/22 16:41
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To version 31076.1
edited by Daniel Turner
on 2023/04/14 17:17
Change comment: There is no comment for this version

Summary

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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 +{{info body="Please note that this is officially-maintained documentation.
2 2  
3 -An introduction to the original MD can be found in the[[ (% style="color:#000099; 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 +To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page."/}}
4 4  
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.}}}
8 8  
7 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
9 9  
9 +
10 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
11 +
12 +
13 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %) (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
14 +
15 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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++).
16 +
17 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
18 +
19 +
20 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
21 +
22 +
23 +(% id="table-of-contents" %)
24 +
25 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) =
26 +
27 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
28 +
10 10  {{toc/}}
11 11  
12 -= MD scripts =
31 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
13 13  
14 -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.
15 15  
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, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
34 +(% id="md-scripts" %)
17 17  
18 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color:#000099; 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.
36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) =
19 19  
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.
38 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
21 21  
40 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
41 +
42 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (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.
43 +
44 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
45 +
22 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 23  
24 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."/}}
25 25  
26 -== Script debug output ==
27 27  
28 -The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
29 29  
30 -To collect all messages in a file, start the game with the following parameters on the command line:
52 +(% id="categorybroken_macroanchorscript-debug-output" %)
31 31  
32 -{{code}}
33 --logfile debuglog.txt
34 -{{/code}}
54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) ==
35 35  
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:
56 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
37 37  
38 -{{code}}
39 --debug scripts
40 -{{/code}}
58 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line:
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.
60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}}
43 43  
44 -The script action <debug_text> can be used to print debug messages from within a script.
62 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
45 45  
46 -= MD script structure =
64 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}}
47 47  
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.
66 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
49 49  
50 -The XML root node of an MD file is called mdscript and looks like this:
51 51  
52 -{{code language="xml"}}
69 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script.
53 53  
71 +
72 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
73 +
74 +
75 +(% id="md-script-structure" %)
76 +
77 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) =
78 +
79 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
80 +
81 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
82 +
83 +{{code language="xml"}}
84 +<?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 scriptΓÇÖs contents easily.
88 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
58 58  
59 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
90 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
60 60  
61 61  {{code language="xml"}}
62 -
93 +<?xml version="1.0" encoding="utf-8"?>
63 63  <mdscript name="ScriptName" ...>
64 64   <cues>
65 65   <cue name="RootCue1"> [...]
... ... @@ -70,25 +70,36 @@
70 70  </mdscript>
71 71  {{/code}}
72 72  
73 -== Cues ==
104 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
74 74  
75 -Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
106 +(% id="categorybroken_macroanchorcues" %)
76 76  
77 -A cue can have the following states:
108 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) ==
78 78  
79 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
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.
110 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
82 82  
112 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states:
83 83  
84 -* **Complete**: The cue has finished performing its actions.
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.
114 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing.
115 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): 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.
116 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state.
117 +\\
118 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions.
119 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): 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  
121 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
87 87  
88 -{{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 89  
90 -This is how a cue node looks like:
124 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">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 />
125 +</span>"/}}
91 91  
127 +
128 +
129 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
130 +
131 +
132 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like:
133 +
92 92  {{code language="xml"}}
93 93  <cue name="CueName">
94 94   <conditions> [...]
... ... @@ -101,18 +101,23 @@
101 101  </cue>
102 102  {{/code}}
103 103  
104 -The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.
146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.
105 105  
106 -== Conditions ==
148 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
107 107  
108 -The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions.
109 109  
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.
151 +(% id="categorybroken_macroanchorconditions" %)
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.
153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) ==
113 113  
114 -Example for an event condition:
155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions.
115 115  
157 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
158 +
159 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
160 +
161 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition:
162 +
116 116  {{code language="xml"}}
117 117  <conditions>
118 118   <event_object_destroyed object="$target"/>
... ... @@ -119,7 +119,7 @@
119 119  </conditions>
120 120  {{/code}}
121 121  
122 -Example for an event condition with an additional (non-event) check:
169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check:
123 123  
124 124  {{code language="xml"}}
125 125  <conditions>
... ... @@ -128,7 +128,7 @@
128 128  </conditions>
129 129  {{/code}}
130 130  
131 -Example for an event condition with two alternative events and a common additional check:
178 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check:
132 132  
133 133  {{code language="xml"}}
134 134  <conditions>
... ... @@ -143,23 +143,22 @@
143 143  </conditions>
144 144  {{/code}}
145 145  
146 -For more information about expressions and event parameters, see below.
193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below.
147 147  
148 -**<check_all>** and **<check_any>** can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.
195 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.
149 149  
150 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
197 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %).
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).
199 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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).
200 +\\
201 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
153 153  
203 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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).
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.
205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
156 156  
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).
207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start.
158 158  
159 -Examples:
160 -
161 -Check conditions every 5 seconds, but start checking only 1 hour after game start.
162 -
163 163  {{code language="xml"}}
164 164  <cue name="Foo" checktime="1h" checkinterval="5s">
165 165   <conditions>
... ... @@ -167,7 +167,7 @@
167 167  </cue>
168 168  {{/code}}
169 169  
170 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.
216 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.
171 171  
172 172  {{code language="xml"}}
173 173  <cue name="Foo" checktime="player.age + 3s" onfail="cancel">
... ... @@ -176,31 +176,39 @@
176 176  </cue>
177 177  {{/code}}
178 178  
179 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
225 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
180 180  
227 +\\
181 181  
182 182  
230 +
183 183  {{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."/}}
184 184  
185 -== Actions ==
186 186  
187 -The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
188 188  
235 +\\
236 +
237 +(% id="actions" %)
238 +
239 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) ==
240 +
241 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
242 +
189 189  {{code language="xml"}}
190 190  <delay min="10s" max="30s"/>
191 191  {{/code}}
192 192  
193 -Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that:
247 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that:
194 194  
195 195  {{code language="xml"}}
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.
253 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<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.
200 200  
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>.
255 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
202 202  
203 -Example, which selects one of the three texts randomly:
257 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly:
204 204  
205 205  {{code language="xml"}}
206 206  <actions>
... ... @@ -214,28 +214,35 @@
214 214  
215 215  
216 216  
217 -{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the scripts debug filter is enabled, see [[NULL|Script debug output]]."/}}
271 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}}
218 218  
219 219  
220 220  
221 -Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
275 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
222 222  
223 -Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
224 224  
225 -**<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
279 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
226 226  
227 -Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
281 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
228 228  
229 -= Libraries =
283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
230 230  
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."/}}
286 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
234 234  
288 +(% id="libraries" %)
235 235  
290 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) =
236 236  
237 -Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
292 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
238 238  
294 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}}
295 +
296 +
297 +
298 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
299 +
239 239  {{code language="xml"}}
240 240  <library name="LibFoo" checktime="1h" checkinterval="5s">
241 241   <conditions>
... ... @@ -243,25 +243,25 @@
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.
307 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
247 247  
248 -To use a library, use the attribute ref:
309 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref:
249 249  
250 250  {{code language="xml"}}
251 251  <cue name="Foo" ref="LibFoo"/>
252 252  {{/code}}
253 253  
254 -This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix:
315 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix:
255 255  
256 256  {{code language="xml"}}
257 257  <cue name="Foo" ref="md.ScriptName.LibFoo"/>
258 258  {{/code}}
259 259  
260 -When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.)
321 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%))
261 261  
262 -Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!
323 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!
263 263  
264 -In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:
325 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:
265 265  
266 266  {{code language="xml"}}
267 267  <cue name="Foo" ref="LibFoo"/>
... ... @@ -289,20 +289,22 @@
289 289  
290 290  
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.
353 +(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
293 293  
294 -Notes:
355 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes:
295 295  
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 -* 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.
357 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)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).
358 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
359 +** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
299 299  
300 -== Library Parameters ==
361 +(% id="library-parameters" %)
301 301  
302 -A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
363 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) ==
303 303  
304 -Parameters are defined like this:
365 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
305 305  
367 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this:
368 +
306 306  {{code language="xml"}}
307 307  <library name="Lib" onfail="cancel">
308 308   <params>
... ... @@ -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:
380 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
318 318  
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 $baz would be created.
389 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
327 327  
328 328  {{code language="xml"}}
329 329  <library name="Lib">
... ... @@ -336,223 +336,277 @@
336 336  </library>
337 337  {{/code}}
338 338  
339 -If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
402 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
340 340  
341 -= Instantiation =
404 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
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; 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 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 -\\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 -== Cleaning up instances explicitly ==
407 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
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.
409 +(% id="instantiation" %)
350 350  
351 -{{note 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 '''this''') or any ancestor cue, and still perform more actions afterwards."/}}
411 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) =
352 352  
353 -== Access to instances ==
413 +(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). 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(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again.
354 354  
415 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
355 355  
417 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - 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.
356 356  
357 -{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
419 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
358 358  
359 359  
422 +(% id="cleaning-up-instances-explicitly" %)
360 360  
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.
424 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) ==
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.
426 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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 (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
364 364  
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.
428 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">&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£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}}
366 366  
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]]
370 370  
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.
432 +(% id="access-to-instances" %)
372 372  
373 -Example situations:
434 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) ==
374 374  
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.
381 381  
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  
384 -To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves.
438 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}}
385 385  
386 -In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).**
387 387  
388 -You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.)
389 389  
390 -== Pitfalls ==
442 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
391 391  
392 -Some additional common pitfalls with respect to instantiation are listed here. There may be more.
444 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
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:
446 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
395 395  
396 -(% style="color:#0000ff; text-decoration:none" %){{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}
397 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
398 -\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
448 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart:
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.
450 +(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[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]]
402 402  
403 -= Expressions =
404 404  
405 -Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
453 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
406 406  
407 -* {{code}}0{{/code}} (integer number)
408 -* {{code}}0772{{/code}} (leading 0 means octal integer number)
409 -* {{code}}3.14159{{/code}} (floating point number)
410 -* {{code}}5e12{{/code}} (float in exponent notation, times ten to the power of)
411 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations:
412 412  
457 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues.
458 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
459 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)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.
460 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
461 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)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.
462 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
413 413  
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."/}}
464 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
415 415  
466 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves.
416 416  
468 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)**
417 417  
418 -You can write string literals by putting the string in single quotes:
470 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.)
419 419  
472 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
473 +
474 +
475 +(% id="pitfalls" %)
476 +
477 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) ==
478 +
479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more.
480 +
481 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword:
482 +\\{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
483 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
484 +\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
485 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
486 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.
487 +
488 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
489 +
490 +(% id="categorybroken_macroanchorexpressions" %)
491 +
492 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) =
493 +
494 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)
495 +
496 +
497 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number)
498 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number)
499 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number)
500 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
501 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number)
502 +
503 +
504 +
505 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}}
506 +
507 +
508 +
509 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes:
510 +
420 420  * {{code}}'Hello world'{{/code}}
421 -* {{code}}''{{/code}} (empty string)
512 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)
422 422  * {{code}}'String with a line break\n'{{/code}}
423 423  
424 424  
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 '''&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."/}}
426 426  
427 -== Numeric data types and suffixes ==
517 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">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 </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&amp;lt; &amp;gt; &amp;quot; &amp;amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}}
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:
430 430  
431 -* {{code}}5000000000L{{/code}} (large integer)
432 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
433 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
434 -* {{code}}500m{{/code}} (Length in metres)
435 -* {{code}}10s{{/code}} (Time in seconds)
436 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
437 437  
438 -A space between number and suffix is allowed.
521 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
439 439  
440 -Here is the complete list of numeric data types and corresponding unit suffixes:
441 441  
524 +(% id="numeric-data-types-and-suffixes" %)
525 +
526 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) ==
527 +
528 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
529 +
530 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer)
531 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
532 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
533 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres)
534 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds)
535 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
536 +
537 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed.
538 +
539 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes:
540 +
541 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
542 +
543 +
442 442  (% style="margin-left: 0.0px;" %)
443 443  (((
444 -|Data type|Suffix|Examples|Description
445 -|null|(none)|null|Converted to non-null data type of value 0 when needed.
446 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
447 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer.
448 -|float|f|
449 -3.14
450 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
451 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision).
452 -|money|ct (default)
453 -\\Cr|200Cr
454 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
455 -|length|
456 -m (default)
457 -\\km|
458 -500m
459 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres.
460 -|angle|
461 -rad (default)
462 -\\deg|
463 -90deg
464 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians.
465 -|hitpoints|hp|100hp|Hit points
466 -|time|
467 -ms
468 -\\s (default)
469 -\\min
470 -\\h|
471 -800ms
472 -\\1.5s
473 -\\10min
474 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
546 +\\
547 +
548 +
549 +
550 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
551 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed.
552 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them.
553 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer.
554 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f|
555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%)
556 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
557 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision).
558 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default)
559 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr
560 +\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
561 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length|
562 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%)
563 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km|
564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%)
565 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres.
566 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle|
567 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%)
568 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg|
569 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%)
570 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians.
571 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points
572 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time|
573 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%)
574 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%)
575 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)
576 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h|
577 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%)
578 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%)
579 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%)
580 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
475 475  )))
476 476  
477 -{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
583 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}}
478 478  
479 -== Operators ==
585 +\\
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
482 482  
588 +
589 +(% id="categorybroken_macroanchoroperators" %)
590 +
591 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) ==
592 +
593 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
594 +
595 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
596 +
597 +
483 483  (% style="margin-left: 0.0px;" %)
484 484  (((
485 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description
486 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
487 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
488 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
489 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
490 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
491 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
600 +\\
601 +
602 +
603 +
604 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
605 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above
606 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions
607 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions
608 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)π as an angle (same as 180deg)
609 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping
610 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values
492 492  |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
493 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
612 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB
494 494  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
495 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
496 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
497 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
498 -|typeof|unary|
614 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect)
615 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number
616 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise
617 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
499 499  {{code}}typeof null{{/code}}
500 500  \\{{code}}typeof 0{{/code}}
501 501  \\{{code}}typeof 'Hello world'{{/code}}|
502 502  {{code}}datatype.null{{/code}}
503 503  \\{{code}}datatype.integer{{/code}}
504 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
505 -|sin|unary|
623 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
624 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
506 506  {{code}}sin(30deg){{/code}}
507 507  \\{{code}}sin(pi){{/code}}|
508 508  {{code}}0.5{{/code}}
509 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
510 -|cos|unary|
628 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)
629 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
511 511  {{code}}cos(60deg){{/code}}
512 512  \\{{code}}cos(pi){{/code}}|
513 513  {{code}}0.5{{/code}}
514 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
515 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
516 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
517 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
518 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
519 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
520 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
521 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
522 -|+|binary|
633 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)
634 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required)
635 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required)
636 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required)
637 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power
638 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication
639 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division
640 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division)
641 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
523 523  {{code}}1 + 1{{/code}}
524 524  \\{{code}}'Hello' + ' world'{{/code}}|
525 525  {{code}}2{{/code}}
526 526  \\{{code}}'Hello world'{{/code}}|
527 -Addition
528 -\\String concatenation
529 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)
647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation
648 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction
530 530  |
531 -lt
532 -\\&lt; (<)|binary|
650 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)
651 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt; (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
533 533  {{code}}1 lt 3{{/code}}
534 -\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
653 +\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than
535 535  |
536 -le
537 -\\&lt;=|binary|
655 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)
656 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
538 538  {{code}}1 le 3{{/code}}
539 -\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
658 +\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to
540 540  |
541 -gt
542 -\\&gt; (>)|binary|
660 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)
661 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt; (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
543 543  {{code}}1 gt 3{{/code}}
544 -\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
663 +\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than
545 545  |
546 -ge
547 -\\&gt;=|binary|
665 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)
666 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
548 548  {{code}}1 ge 3{{/code}}
549 -\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
550 -|(((
551 -= =
552 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
553 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
554 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
555 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
668 +\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to
669 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to
670 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to
671 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics)
672 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics)
556 556  |
557 557  if ... then ...
558 558  \\if ... then ... else ...|ternary|
... ... @@ -560,111 +560,133 @@
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")
680 +
681 +
682 +\\
683 +
684 +
563 563  )))
564 564  
687 +(% id="operator-precedence-rules" %)
565 565  
566 -=== Operator precedence rules ===
689 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) ===
567 567  
568 -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.
691 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
569 569  
570 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence)
571 -* Power operator: ^
572 -* Multiplicative: *, /, %
573 -* Additive: +, -
574 -* Comparison: lt, le, gt, ge
575 -* Equality: ==, !=
576 -* and
577 -* or
578 -* if/then/else (lowest precedence)
579 579  
694 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence)
695 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^
696 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, %
697 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, -
698 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge
699 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, !=
700 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and
701 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or
702 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence)
580 580  
581 -=== Type conversion ===
704 +(% id="type-conversion" %)
582 582  
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:
706 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) ===
584 584  
585 -* Null and something else: The null value will be interpreted as 0 of the other type.
586 -* Two non-unit integers: The result will be an integer of the largest involved type.
587 -* Two non-unit numbers, not all integers: The result will be the largest involved float type.
588 -* Non-unit and unit: The result will be the unit type.
589 -* Two different units: The types are incompatible. This is an error, the result is undefined.
708 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
590 590  
591 -For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
710 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type.
712 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type.
713 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type.
714 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined.
592 592  
593 -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:
716 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
594 594  
595 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
596 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
718 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
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.)
720 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
599 599  
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.
723 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.)
601 601  
602 -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:
725 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
603 603  
604 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
605 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
727 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
606 606  
607 -As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
729 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
730 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
608 608  
732 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
609 609  
610 -=== Boolean operators ===
734 +(% id="boolean-operators" %)
611 611  
612 -Some additional notes on Boolean operators (such as and, or, not, ==):
736 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) ===
613 613  
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**.
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
618 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
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 -* <, <=, >, >= 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.
738 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==):
621 621  
622 622  
623 -== Strings and formatting ==
741 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0).
742 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %).
743 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= 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.
744 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)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
745 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}false{{/code}} (the value of $foo is not checked at all)
746 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result.
747 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
624 624  
625 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
749 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
626 626  
751 +
752 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%)
753 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting
754 +\\(%%) ==
755 +
756 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
757 +
627 627  * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
628 628  * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
629 629  
630 -See also the section about [[value properties>>MediaWiki.NULL]].
761 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].
631 631  
632 632  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'.
633 -\\To get a percent character in the result string, use '%%' in the format string.
634 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
635 -\\**[New as of X Rebirth 4.0]**
636 -\\ 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):
637 637  
638 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
639 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
640 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
765 +To get a percent character in the result string, use '%%' in the format string.
641 641  
767 +
768 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action.
769 +
770 +**[New as of X Rebirth 4.0]**
771 +
772 +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):
773 +
774 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
775 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
776 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above)
777 +
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 -* If "," is used without "." then any fractional digits are discarded.
781 +*  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  
649 -{{note body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
650 650  
786 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property.</span>"/}}
651 651  
652 652  
653 653  
790 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
654 654  
655 655  
656 -== Lists ==
793 +(% id="categorybroken_macroanchorlists" %)
657 657  
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]].
795 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) ==
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 [ ].
797 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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]].
661 661  
662 -{{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."/}}
799 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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¥.
663 663  
801 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}}
664 664  
665 665  
666 -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.
667 667  
805 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): 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.
806 +
668 668  {{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.
669 669  
670 670  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;
... ... @@ -673,196 +673,207 @@
673 673  
674 674  
675 675  
815 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
676 676  
677 677  
818 +(% id="categorybroken_macroanchortables" %)
678 678  
679 -== Tables ==
820 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)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.
822 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 -Almost all values are allowed as table keys, but there are a few exceptions:
684 684  
685 -* Strings must start with '$', like variables
686 -* null cannot be used as table key (but the number 0 is valid)
687 -* Lists, tables, groups and buildplans cannot be used as table keys
825 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions:
688 688  
827 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables
828 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid)
829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys
830 +\\
689 689  
690 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
832 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
691 691  
692 -* {{code}}table[]{{/code}} ⟹ creates an empty table
693 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table
835 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null
694 694  
695 695  
696 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
697 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
698 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
699 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
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 -
840 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps the string '$foo' to the string 'bar'
841 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) exactly the same, just a shorter notation(%%) for string keys
842 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) error, 'foo' does not start with a '$'
843 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps 1 to an empty list and 2 to an empty table
704 704  
705 705  
846 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
706 706  
707 -== Value properties ==
708 708  
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 gameΓÇÖs state, properties are used.
849 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
710 710  
711 -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.
712 712  
713 -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:
852 +(% id="categorybroken_macroanchorvalue-properties" %)
714 714  
715 -* 1 ⟹ 42
716 -* 2 ⟹ null
717 -* 3 ⟹ 'text'
718 -* 'count' ⟹ 3
854 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) ==
719 719  
720 -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.
856 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
721 721  
722 -You can look up a property by appending a dot and the key in curly braces:
858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
723 723  
724 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
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 -* {{code}}[].{'count'}{{/code}} ⟹ 0
727 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42
860 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
728 728  
862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42
863 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null
864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text'
865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3
729 729  
730 -In most cases the property key is a fixed string, like name or class. You can write this like above:
867 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
731 731  
869 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces:
870 +
871 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
872 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0
874 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) 42
875 +
876 +
877 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
878 +
732 732  * {{code}}[42].{'count'}{{/code}}
733 733  * {{code}}$ship.{'name'}{{/code}}
734 -* {{code}}$ship.{'class'} {{/code}}
735 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}
881 +* {{code}}$ship.{'class'} {{/code}}
882 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}}
883 +\\
736 736  
885 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent:
737 737  
738 -But it is easier just to write the property key without braces, which is equivalent:
739 -
740 740  * {{code}}[0].count{{/code}}
741 741  * {{code}}$ship.name{{/code}}
742 742  * {{code}}$ship.class{{/code}}
743 -* {{code}}table[$foo='bar'].$foo{{/code}}
890 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}}
891 +\\
744 744  
893 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
745 745  
746 -(In this case, $ship is a variable. All variables start with a $, so they cannot be confused with keywords.)
895 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties:
747 747  
748 -A list has even more properties:
897 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty)
749 749  
750 -**random'** returns a randomly chosen element (which requires that the list is non-empty)
899 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric)
751 751  
752 -**min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
901 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} ⟹ 1
753 753  
754 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
903 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible)
755 755  
756 -**average'** returns the average (but all element types have to be compatible)
905 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹ 5
757 757  
758 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
907 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' 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
759 759  
760 -**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
909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
761 761  
762 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' 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)
763 763  
764 -**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)
913 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
765 765  
766 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
915 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties:
767 767  
768 -A table has different properties:
917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table
918 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys
769 769  
770 -* '**clone'** creates a shallow copy of the table
771 -* '**keys'** allows you to access data about the table's keys
920 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
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:
774 774  
923 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
924 +\\
925 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
926 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
775 775  
776 776  
777 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
778 778  
930 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}}
779 779  
780 -* {{code}}$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 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
782 782  
783 783  
784 -{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}}
934 +(% id="lookup-tests-and-suppressing-errors" %)(%%)
935 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors
936 +\\(%%) ===
785 785  
938 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
786 786  
940 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
941 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
942 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key'
787 787  
788 -=== 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:
945 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables:
791 791  
792 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
793 -* {{code}}$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'
947 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
948 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
795 795  
950 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
796 796  
797 -The question mark can even be applied to variables:
952 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
953 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
954 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
798 798  
799 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
800 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
956 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
801 801  
802 -To look up the value of a property although it may not exist, you can use the at-sign @ as prefix:
958 +\\
803 803  
804 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
805 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
806 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
960 +(% id="static-lookups" %)
807 807  
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.
962 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) ===
809 809  
964 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
810 810  
966 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values:
811 811  
812 -=== Static lookups ===
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.
815 -
816 -Here are a few enumeration classes and corresponding example lookup values:
817 -
818 818  (% style="margin-left: 0.0px;" %)
819 819  (((
820 -
970 +\\
821 821  
822 822  
823 823  
824 -|Data type (= value name)|Examples|Description
825 -|class|
826 -class.ship
827 -\\class.ship_xl
828 -\\class.space
829 -\\class.weapon|Component classes
830 -|purpose|
831 -purpose.combat
832 -\\purpose.transportation|Purposes
833 -|killmethod|
834 -killmethod.hitbybullet
835 -\\killmethod.hitbymissile|Ways to die (already used before destruction)
836 -|datatype|
837 -datatype.float
838 -\\datatype.component
839 -\\datatype.class
840 -\\datatype.datatype|Script value datatypes
841 -|profile|
842 -profile.flat
843 -\\profile.increasing
844 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
845 -|cuestate|
846 -cuestate.waiting
847 -\\cuestate.active
848 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]]
849 -|level|
850 -level.easy
851 -\\level.medium
852 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.)
853 -|attention|
854 -attention.insector
855 -\\attention.visible
856 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.)
857 -|ware|
858 -ware.ore
859 -\\ware.silicon|Wares
860 -|race|
861 -race.argon
862 -\\race.boron|Races
863 -|faction|
864 -faction.player
865 -\\faction.argongovernment|Factions
974 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
975 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|
976 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)
977 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)
978 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)
979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes
980 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|
981 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)
982 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes
983 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|
984 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)
985 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction)
986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|
987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)
988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)
989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)
990 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes
991 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|
992 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)
993 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)
994 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
995 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|
996 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)
997 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)
998 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]
999 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|
1000 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)
1001 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)
1002 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.)
1003 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|
1004 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)
1005 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)
1006 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.)
1007 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|
1008 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)
1009 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares
1010 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|
1011 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)
1012 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races
1013 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|
1014 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)
1015 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions
866 866  )))
867 867  
868 868  {{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:
... ... @@ -873,109 +873,108 @@
873 873  
874 874  <code>(typeof $value).isstring</code>"/}}
875 875  
876 -{{note 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 wonΓÇÖt be an error because any name is valid for a tag, and the tag mision is created on its first use."/}}
1026 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">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.</span>"/}}
877 877  
1028 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
878 878  
879 879  
1031 +(% id="player-properties" %)
880 880  
1033 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) ===
881 881  
882 -=== Player properties ===
1035 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
883 883  
884 -You can access many player-related game properties via the keyword player:
1037 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name
1038 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start
1039 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account
1040 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
1041 +\\
1042 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board)
1043 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object
1044 +\\
1045 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity
1046 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC
885 885  
886 -* player.**name**: The playerΓÇÖs name
887 -* player.**age**: The passed in-game time since game start
888 -* player.**money**: The money in the playerΓÇÖs 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
890 -
891 -
892 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board)
893 -* player.**entity**: The actual player object
894 -
895 -
896 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
897 -* player.**copilot**: The co-pilot NPC
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 -
901 901  
902 -=== Safe properties ===
1050 +(% id="safe-properties" %)
903 903  
904 -Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
1052 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) ===
905 905  
906 -* exists
907 -* isoperational
908 -* iswreck
909 -* isconstruction
910 -* available
911 -* isclass.(...)
1054 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
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.
1056 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists
1057 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational
1058 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck
1059 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction
1060 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available
1061 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...)
914 914  
1063 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
915 915  
916 -=== Money and time formatting ===
1065 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%)
1066 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting
1067 +\\(%%) ===
917 917  
918 -**[New as of X Rebirth 4.0]**
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.
1069 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]**
920 920  
921 -* {{code}}$money.formatted.{'formatstring'} {{/code}}
922 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')
1071 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
923 923  
924 -
1073 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
1074 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s')
1075 +\\
925 925  * {{code}}$time.formatted.{'formatstring'}{{/code}}
926 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
1077 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %) (%%) (using default format string '%T')
927 927  
928 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
1079 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
1081 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 -
934 934  |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.)
935 935  |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'.
936 936  |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated)
937 937  |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout.
938 938  
939 -By default, these options are disabled.
1089 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.
940 940  
941 -More available specifiers (in addition to %s):
1091 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):
942 942  
943 -* %k: Credits (truncated) in kilo format
944 -* %M: Credits (truncated) in Mega format
945 -* %G: Credits (truncated) in Giga format
946 -* %T: Credits (truncated) in Tera format
947 -* %Cr: Localised "Cr" string
948 -* %%: A % sign
1093 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format
1094 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format
1095 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format
1096 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format
1097 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string
1098 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign
1099 +\\
949 949  
1101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
950 950  
951 -Examples:
952 952  
1104 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}
1105 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'})
1106 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}}
1107 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero)
1108 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}}
953 953  
954 -
955 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
956 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
957 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
958 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
959 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
960 -
961 961  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
962 962  
963 963  Examples:
964 964  
965 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
966 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
967 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
968 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
1114 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}}
1115 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'})
1116 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31.000'{{/code}}
1117 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'0:02'{{/code}}
969 969  
1119 +(% id="complete-property-documentation" %)
970 970  
971 -=== Complete property documentation ===
1121 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) ===
972 972  
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.
1123 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
1125 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 -
979 979  {{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:
980 980  
981 981  * Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
... ... @@ -983,235 +983,221 @@
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:
1135 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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:
987 987  
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 (.)
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
1137 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword
1138 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1139 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1140 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name
1141 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
993 993  
1143 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
994 994  
995 995  
1146 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">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.</span>"/}}
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."/}}
998 998  
999 999  
1150 +\\
1000 1000  
1152 +(% id="md-refreshing-and-patching" %)
1001 1001  
1154 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) =
1002 1002  
1003 -= MD refreshing and patching =
1156 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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.
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.
1158 +\\
1006 1006  
1160 +(% id="details-and-restrictions" %)
1007 1007  
1162 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) ==
1008 1008  
1009 -== Details and restrictions ==
1164 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1010 1010  
1011 -Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1166 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1167 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1168 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1169 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa.
1170 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1171 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1172 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1173 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1174 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1175 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it).
1176 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately.
1177 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1178 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1179 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1012 1012  
1013 -* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1014 -* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1015 -* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1016 -* You CANNOT change a <cue> to a <library> or vice versa.
1017 -* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1018 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1019 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1020 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1021 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1022 -* Adding root cues enables their condition checks immediately (if the module attribute allows it).
1023 -* Adding sub-cues to active or complete cues enables their condition checks immediately.
1024 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1025 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1026 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1181 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
1027 1027  
1028 1028  
1184 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}}
1029 1029  
1186 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">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.</span>"/}}
1030 1030  
1031 -{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}
1032 1032  
1033 -{{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."/}}
1034 1034  
1190 +\\
1035 1035  
1192 +(% id="patching" %)
1036 1036  
1194 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) ==
1037 1037  
1196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.
1038 1038  
1039 -== Patching ==
1198 +{{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}}
1040 1040  
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.
1200 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1042 1042  
1043 -{{code}}
1044 -&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;
1045 -{{/code}}
1202 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances.
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.
1204 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}}
1048 1048  
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  
1051 -{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1052 1052  
1208 +\\
1053 1053  
1210 +(% id="common-attribute-groups" %)
1054 1054  
1212 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) =
1055 1055  
1214 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1056 1056  
1057 -= Common attribute groups =
1216 +\\
1058 1058  
1059 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1218 +(% id="categorybroken_macroanchorvalue-comparisons" %)
1060 1060  
1220 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) ==
1061 1061  
1222 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1062 1062  
1063 -== Value comparisons ==
1224 +{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1064 1064  
1065 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1226 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1066 1066  
1067 -{{code}}
1068 -&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;
1069 -{{/code}}
1228 +{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$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;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1070 1070  
1071 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1230 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}}
1072 1072  
1073 -{{code}}
1074 -&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$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;$attention&quot; min=&quot;attention.visible&quot;/&gt;
1075 -{{/code}}
1076 1076  
1077 -{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1078 1078  
1234 +\\
1079 1079  
1236 +(% id="categorybroken_macroanchorrandom-ranges" %)
1080 1080  
1238 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) ==
1081 1081  
1240 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1082 1082  
1083 -== Random ranges ==
1242 +{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1084 1084  
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:
1244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used:
1086 1086  
1087 -{{code}}
1088 -&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;
1089 -{{/code}}
1246 +{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1090 1090  
1091 -To select a random element from a list, this syntax can be used:
1248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max:
1092 1092  
1093 -{{code}}
1094 -&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;
1095 -{{/code}}
1250 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1096 1096  
1097 -To get a random number within a given range, you can use min/max:
1252 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1098 1098  
1099 -{{code}}
1100 -&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;
1101 -{{/code}}
1254 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1102 1102  
1103 -min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1256 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
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).
1258 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 
1106 1106  
1107 -{{code}}
1108 -&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;
1109 -{{/code}}
1260 +(% id="variables-and-namespaces" %)
1110 1110  
1111 -(% style="color:#0000ff; text-decoration:none" %) (%%)
1112 -
1262 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) =
1113 1113  
1114 -= Variables and namespaces =
1264 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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).
1115 1115  
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).
1266 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1117 1117  
1118 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1119 1119  
1120 -\\
1269 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1121 1121  
1122 -== Creating and removing variables ==
1271 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) ==
1123 1123  
1124 -{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1273 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action:
1125 1125  
1126 -{{code}}
1127 - &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;
1128 -{{/code}}
1275 +{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/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>.)
1277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<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>.)
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 didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1279 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed.
1133 1133  
1134 -{{code}}
1135 -&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;
1136 -{{/code}}
1281 +{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1137 1137  
1138 -The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1139 1139  
1140 -{{code}}
1141 -&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;
1142 -{{/code}}
1285 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1143 1143  
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):
1287 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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 -&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;
1148 -{{/code}}
1289 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1149 1149  
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.
1291 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 -Appending is easier than that. The following actions are equivalent:
1293 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent:
1153 1153  
1154 -{{code}}
1155 -&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;$list&quot; exact=&quot;42&quot; /&gt;
1156 -{{/code}}
1295 +{{code}}&lt;set_value name=&quot;$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}}
1157 1157  
1158 -Inserting at a position below 1 or above $list.count + 1 is not possible.
1297 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible.
1159 1159  
1160 -To remove variables or list/table entries, use <remove_value>:
1299 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>:
1161 1161  
1162 -{{code}}
1163 -&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;
1164 -{{/code}}
1301 +{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1165 1165  
1166 -Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1167 1167  
1168 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1305 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1169 1169  
1170 -\\
1171 1171  
1172 -== Accessing remote variables ==
1308 +(% id="accessing-remote-variables" %)
1173 1173  
1174 -You can also read and write variables in other cues by using the variable name as property key:
1310 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) ==
1175 1175  
1176 -{{code}}
1177 -&lt;set_value name=&quot;OtherCue.$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;
1178 -{{/code}}
1312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key:
1179 1179  
1180 -Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1314 +{{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.$foo&quot; /&gt;{{/code}}
1181 1181  
1182 -{{code}}
1183 -&lt;set_value name=&quot;static.$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.$foo&quot; /&gt;
1184 -{{/code}}
1316 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1185 1185  
1186 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1318 +{{code}}&lt;set_value name=&quot;static.$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}}
1187 1187  
1188 -\\
1320 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1189 1189  
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.
1323 +(% id="namespaces" %)
1193 1193  
1194 -Consider this case:
1325 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) ==
1195 1195  
1196 -{{code}}
1197 -&lt;cue name=&quot;Root&quot;&gt; &lt;actions&gt; &lt;set_value name=&quot;$foo&quot; /&gt; &lt;/actions&gt; &lt;cues&gt; &lt;cue name=&quot;SubCue&quot;&gt; [...] &lt;/cue&gt; &lt;/cues&gt;&lt;/cue&gt;
1198 -{{/code}}
1327 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
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 itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just $foo - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in this cue.
1329 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case:
1201 1201  
1202 -You can also use the keyword **namespace** in expressions to get the namespace cue.
1331 +{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$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}}
1203 1203  
1333 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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 (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1204 1204  
1205 -=== Defining a cueΓÇÖs namespace ===
1335 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue.
1206 1206  
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:
1337 +(% id="defining-a-cues-namespace" %)
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.
1339 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) ===
1212 1212  
1341 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible:
1213 1213  
1343 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1344 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1345 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
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 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:
1347 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1216 1216  
1217 -<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.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1349 +
1350 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span>
1351 +
1352 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$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>"/}}