Changes for page Mission Director Guide
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... ... @@ -1,59 +1,93 @@ 1 - The MissionDirector(MD) is a subsystemofthegame and interpretsmissionscripts,which are written inan XML-based language. The MissionDirectorinX Rebirth andX4 is basedn theMD inX3: 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 - Anintroductionto theoriginalMDcanbefoundinthe[[ (%style="color: rgb(0,0,153);text-decoration:underline;"%)Egosoftforums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%).Thereisalso a PDF guideforthe X3 MissionDirector,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 9 -(% id="md-scripts" %)7 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 10 10 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 + 11 11 {{toc/}} 12 12 13 - =MDscripts=31 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 14 14 15 -MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 16 16 17 - MDfiles are XML files locatedin the game folder {{code}}md{{/code}}. All XML filesin that folder are loaded at game start. The file names are irrelevant, since the internally used scriptnamesare read from the XML root nodes. However, it’s recommended to keep file name and internal script name identical to avoid having to look up the names.34 +(% id="md-scripts" %) 18 18 19 - Toedit MD scripts, an XML editing tool is needed. Microsoft Visual Studio(if available) or [[(% style="color: rgb(0,0,153);text-decoration:underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%)(for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) = 20 20 21 - Thisfunctionalityisonlyavailableiftheschemafiles **md.xsd** and**common.xsd**areinhecorrect folder. Ifyouare editingtheXMLin thegamefolder directly,alliswellandthefilesareloadedfromhelibrariesfolder.However,if you are editinginaseparatefolder,copythoseXSDfilesfrom thelibrariesfolderdirectlyinto thefolder where yourXML filesare 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. 22 22 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, it’s 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 + 23 23 {{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 24 24 25 25 To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."/}} 26 26 27 -== Script debug output == 28 28 29 -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]]. 30 30 31 - Tocollectall messages infile, start the game withthe followingparametersonthecommand line:52 +(% id="categorybroken_macroanchorscript-debug-output" %) 32 32 33 - {{code}}-logfile debuglog.txt{{/code}}54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 34 34 35 - All messages,includingenablednon-error messages,willbewritteninto thelogfile.Youcanfind itinyour personalfolder,whereyour save folder is located. Toenablescripting-specificdebugmessages, add thefollowingtohecommand 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]]. 36 36 37 - {{code}}-debug scripts{{/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: 38 38 39 - Otherdebugfilters otherthan "scripts"an be enabledbyrepeatinghebugcommandforeachfiltername,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}} 40 40 41 - Thescriptaction<debug_text>canbe used toprint debug messages fromwithinascript.\\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: 42 42 43 -= MDscripttructure=64 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 44 44 45 - Inthissection we will lookathowto start thewhole processbycreatinganewMDmissionfileandthebasicstepsinproducingmission contentwithXMLcode.Therewill be adescriptionofthekey elementsofthe 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. 46 46 47 -The XML root node of an MD file is called “mdscript” and looks like this: 48 48 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. 70 + 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 “mdscript” and looks like this: 82 + 49 49 {{code language="xml"}} 50 50 <?xml version="1.0" encoding="utf-8"?> 51 51 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 52 52 {{/code}} 53 53 54 -“ScriptName” is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script’s contents easily. 88 +(% style="color: rgb(0,0,0);text-decoration: none;" %)“ScriptName” 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 script’s contents easily. 55 55 56 -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: 57 57 58 58 {{code language="xml"}} 59 59 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -67,27 +67,36 @@ 67 67 </mdscript> 68 68 {{/code}} 69 69 70 -= =Cues==104 +(% style="color: rgb(0,0,0);text-decoration: none;" %)  71 71 72 - Cuesare the main ingredient of an MD script. A cue consists ofasetof **conditions** and a setof **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue canhavechild cues, or**sub-cues**: A sub-cue existsonly when its parentcuehas become active, so the activation of the parentcueinitiatesthe condition checks of its child cues.106 +(% id="categorybroken_macroanchorcues" %) 73 73 74 - Acuecan havethefollowingstates:108 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 75 75 76 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 77 -* **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. 78 -* **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. 79 79 112 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 80 80 114 +* **(% 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. 81 81 82 -* **Complete**: The cue has finished performing its actions. 83 -* **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. 121 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 84 84 85 -\\ 86 86 87 -{{note body="There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}} 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 <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 125 +</span>"/}} 88 88 89 -This is how a cue node looks like: 90 90 128 + 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 + 91 91 {{code language="xml"}} 92 92 <cue name="CueName"> 93 93 <conditions> [...] ... ... @@ -100,18 +100,23 @@ 100 100 </cue> 101 101 {{/code}} 102 102 103 -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. 104 104 105 - ==Conditions==148 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 106 106 107 -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. 108 108 109 - **Non-eventconditions** are checkedeither once or repeatedly in a fixed interval. Theymaybe basedonsimple values or ranges, such as a particular in-game time having been reachedorthe player having acertain amount of money. They may also be basedon more complex playerinformation,suchas what ships they own, whether the player is in a particular area or near a particular object.151 +(% id="categorybroken_macroanchorconditions" %) 110 110 111 - **Eventconditions**are triggered when the corresponding eventhappens, such as the event that a particular object has been targeted, attackedor 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 willbe checked additionally whenever the event happens. If a condition uses an event,itmust beinthe first sub-nodeof the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-nodeshould be <check_any> in this case, soonly one of its sub-conditionshas to be met.153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 112 112 113 - Example foran 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. 114 114 157 +**(% 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 “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. 160 + 161 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 162 + 115 115 {{code language="xml"}} 116 116 <conditions> 117 117 <event_object_destroyed object="$target"/> ... ... @@ -118,7 +118,7 @@ 118 118 </conditions> 119 119 {{/code}} 120 120 121 -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: 122 122 123 123 {{code language="xml"}} 124 124 <conditions> ... ... @@ -127,7 +127,7 @@ 127 127 </conditions> 128 128 {{/code}} 129 129 130 -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: 131 131 132 132 {{code language="xml"}} 133 133 <conditions> ... ... @@ -142,24 +142,22 @@ 142 142 </conditions> 143 143 {{/code}} 144 144 145 -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. 146 146 147 -**<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. 148 148 149 -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;" %). 150 150 151 -* 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;" %)“(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//” and “(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)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). 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 cue’s state is changed explicitly by an external event. 152 152 203 +(% 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 – for root cues that happens at game start, otherwise after the parent cue becomes active). 153 153 205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 154 154 155 - *With //checkinterval//, youcan specify a constant timeinterval betweenconditionchecks.Theconditionswill bechecked regularly foreveruntil theyaremet, unlessthecue’sstateischangedexplicitlybyanexternalevent.207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 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 – for root cues that happens at game start, otherwise after the parent cue becomes active). 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 cue’s 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 cue’s 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 <debug_text> 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 <debug_text> are usually only visible when the “scripts” 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 - {{notebody="<span style=~"color: rgb(0,0,0);~">The syntaxof libraries isconsiderably differentfrom the syntaxinthe MDof 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 - Librarycuesarewrittenlikenormalcues,theyarealsodefined in a <cues>node,justwiththedifferencethattheXMLtagis calledlibrary insteadofcue: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, it’s basically just a cue that doesn’t do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 307 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, it’s basically just a cue that doesn’t do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 247 247 248 -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 don’t have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 353 +(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you don’t have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 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. (% id="library-parameters" %)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 - ==LibraryParameters==361 +(% id="library-parameters" %) 301 301 302 - Alibrarycan be parametrised, sothat it can beadapted to the needs of a missions that uses it. Youcan define required and/or optionalparameters fora library,and itwill bevalidatedat loadtime that the userofthelibraryhas providedall 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 it’s 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 it’s required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 318 318 319 319 {{code language="xml"}} 320 320 <cue name="Foo" ref="Lib"> ... ... @@ -323,7 +323,7 @@ 323 323 </cue> 324 324 {{/code}} 325 325 326 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 389 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ‘$’ 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"> ... ... @@ -336,225 +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: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 344 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 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 - ==Cleaningup instancesexplicitly ==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 conditioncheckswill start againifthe parent cue’s state allowsit. Evenasub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it isnotsupposed 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 - {{info body="<cancel_cue>and<reset_cue> onlytake effect after all remaining actionsof the currentcue are performed. So you can even safely cancelthecuethat you areurrently in (keyword “'''this'''”)or anyancestor cue,andstill perform moreactionsafterwards."/}}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 - {{notebody="This sub-sectionrequiresbasic knowledgeof [[NULL|scriptexpressions]]."/}}419 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 358 358 359 359 422 +(% id="cleaning-up-instances-explicitly" %) 360 360 361 - Incaseof instances with sub-instances, you willoftenwant to access arelated instancefrom thecurrente.Like inthe non-instancecase, you cansimplywrite the cuenameinan expressionto referencethat cue. However, youshouldbeaware of thepitfalls that are accompanied bythis.424 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 362 362 363 - Whenyouuse a cue namefromthe same script inexpression,itwillalways be resolvedsomecue-usuallya staticcue, evenifit isstill in thedisabledstate,butit can alsobe 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 cue’s 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 - Relatedmeansthat thisandthereferencedcuehave acommonancestorinstance,andthereferencedcue isadirect(non-instantiated) descendantfthatcommonancestor.428 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword “</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">”) 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(highlightedwith redborder). The staticuesalwaysexist, although static childrenof instantiatingcuescan never become active. Instances only exist as long as they are needed.432 +(% id="access-to-instances" %) 372 372 373 - Examplesituations: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 - Togettherealstatic cuethat alwaysexists andservesastemplate forinstances,useheproperty **staticbase**. Thisworks for all cues,evenforthestaticcues 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 - Someadditionalcommon pitfallswithrespectto instantiation arelistedhere.Theremay 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 “related” to the current one. 393 393 394 - ***Conditionswithresults:** If theinstantiatingcuehas conditionswith results, thosesultsare storedinvariables- but in thevariables ofthestatic cue,notofthe instance! Sointhe<actions>youhaveto accessthe 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 -{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 397 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 448 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 449 + 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]] 451 + 452 + 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. 454 + 455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 456 + 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: “SubBar” 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: “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. 460 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: “SubBaz” 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: “Bar” 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: “SubBaz” 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. 463 + 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. 465 + 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. 467 + 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).(%%)** 469 + 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.) 471 + 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}}<debug_text text="static.$foo"/>{{/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: 398 398 \\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/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 don’t exist any more - it simply doesn’t work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won’t be removed until they are cancelled. In some other cases you simply don’t know and have to check if the instance is already (or still) there. 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 wouldn’t exist under other circumstances. 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 don’t exist any more - it simply doesn’t work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won’t be removed until they are cancelled. In some other cases you simply don’t know and have to check if the instance is already (or still) there. 401 -* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn’t exist under other circumstances. 488 +(% style="color: rgb(0,0,0);text-decoration: none;" %)  402 402 403 - =Expressions=490 +(% id="categorybroken_macroanchorexpressions" %) 404 404 405 - Mostofthe attribute values in actions and conditions areinterpreted as script expressions andparsed accordingly. An expressionis a phrase that canbe evaluated toa singlevalue. The simplest expressionsare actual numeric values and strings, so called **literals:**492 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 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) 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;" %) 412 412 413 413 497 +* (% 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, “times ten to the power of”) 501 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 414 414 415 -{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}} 416 416 417 417 505 +{{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>"/}} 418 418 419 -You can write string literals by putting the string in single quotes: 420 420 508 + 509 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 510 + 421 421 * {{code}}'Hello world'{{/code}} 422 -* {{code}}''{{/code}} (empty string) 512 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 423 423 * {{code}}'String with a line break\n'{{/code}} 424 424 425 425 426 426 427 -{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you’ll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}} 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;~">< > " &</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), you’ll have to escape them as </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;~"> 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 -== Numeric data types and suffixes == 430 430 431 -Numbers can have a suffix that determines their numeric type. There are also numerical data types like “money” or “time” which can only be expressed by using an appropriate unit suffix: 432 432 433 -* {{code}}5000000000L{{/code}} (large integer) 434 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 435 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 436 -* {{code}}500m{{/code}} (Length in metres) 437 -* {{code}}10s{{/code}} (Time in seconds) 438 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 521 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 439 439 440 -A space between number and suffix is allowed. 441 441 442 - Hereis the complete list ofnumericcorrespondingunit suffixes:524 +(% id="numeric-data-types-and-suffixes" %) 443 443 526 +== (% 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 “money” or “time” 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 + 444 444 (% style="margin-left: 0.0px;" %) 445 445 ((( 446 -|Data type|Suffix|Examples|Description 447 -|null|(none)|null|Converted to non-null data type of value 0 when needed. 448 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 449 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 450 -|float|f| 451 -3.14 452 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 453 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 454 -|money|ct (default) 455 -\\Cr|200Cr 456 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 457 -|length| 458 -m (default) 459 -\\km| 460 -500m 461 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 462 -|angle| 463 -rad (default) 464 -\\deg| 465 -90deg 466 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 467 -|hitpoints|hp|100hp|Hit points 468 -|time| 469 -ms 470 -\\s (default) 471 -\\min 472 -\\h| 473 -800ms 474 -\\1.5s 475 -\\10min 476 -\\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. 477 477 ))) 478 478 479 -{{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>"/}} 480 480 481 - == Operators ==585 +\\ 482 482 483 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported 484 484 588 + 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 “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported: 594 + 595 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 596 + 597 + 485 485 (% style="margin-left: 0.0px;" %) 486 486 ((( 487 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description 488 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 489 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 490 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 491 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg) 492 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 493 -|[]|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 494 494 |table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 495 -|{}|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 496 496 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 497 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 498 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 499 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 500 -|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| 501 501 {{code}}typeof null{{/code}} 502 502 \\{{code}}typeof 0{{/code}} 503 503 \\{{code}}typeof 'Hello world'{{/code}}| 504 504 {{code}}datatype.null{{/code}} 505 505 \\{{code}}datatype.integer{{/code}} 506 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 507 -|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| 508 508 {{code}}sin(30deg){{/code}} 509 509 \\{{code}}sin(pi){{/code}}| 510 510 {{code}}0.5{{/code}} 511 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 512 -|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| 513 513 {{code}}cos(60deg){{/code}} 514 514 \\{{code}}cos(pi){{/code}}| 515 515 {{code}}0.5{{/code}} 516 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 517 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 518 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 519 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 520 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 521 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 522 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 523 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 524 -|+|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| 525 525 {{code}}1 + 1{{/code}} 526 526 \\{{code}}'Hello' + ' world'{{/code}}| 527 527 {{code}}2{{/code}} 528 528 \\{{code}}'Hello world'{{/code}}| 529 -Addition 530 -\\String concatenation 531 -|-|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 532 532 | 533 -lt 534 -\\< (<)|binary| 650 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 651 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 535 535 {{code}}1 lt 3{{/code}} 536 -\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 653 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than 537 537 | 538 -le 539 -\\<=|binary| 655 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 656 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 540 540 {{code}}1 le 3{{/code}} 541 -\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 658 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to 542 542 | 543 -gt 544 -\\> (>)|binary| 660 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 661 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 545 545 {{code}}1 gt 3{{/code}} 546 -\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 663 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than 547 547 | 548 -ge 549 -\\>=|binary| 665 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 666 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 550 550 {{code}}1 ge 3{{/code}} 551 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 552 -|((( 553 -= = 554 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 555 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 556 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 557 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 668 +\\{{code}}1 &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) 558 558 | 559 559 if ... then ... 560 560 \\if ... then ... else ...|ternary| ... ... @@ -563,91 +563,103 @@ 563 563 {{code}}null{{/code}} 564 564 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 565 565 566 -)))(% id="operator-precedence-rules" %) 567 -(%%) 568 568 569 - === Operator precedence rules ===682 +\\ 570 570 571 -You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 572 572 573 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 574 -* Power operator: ^ 575 -* Multiplicative: *, /, % 576 -* Additive: +, - 577 -* Comparison: lt, le, gt, ge 578 -* Equality: ==, != 579 -* and 580 -* or 581 -* if/then/else (lowest precedence) 685 +))) 582 582 687 +(% id="operator-precedence-rules" %) 688 + 689 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 690 + 691 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you don’t, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 692 + 693 + 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) 703 + 583 583 (% id="type-conversion" %) 584 584 585 -=== Type conversion === 706 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 586 586 587 -When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 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: 588 588 589 -* Null and something else: The null value will be interpreted as “0” of the other type. 590 -* Two non-unit integers: The result will be an integer of the largest involved type. 591 -* Two non-unit numbers, not all integers: The result will be the largest involved float type. 592 -* Non-unit and unit: The result will be the unit type. 593 -* Two different units: The types are incompatible. This is an error, the result is undefined. 710 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as “0” 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. 594 594 595 -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. 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. 596 596 597 -There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 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: 598 598 599 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 600 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 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}} 601 601 602 -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.) 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: “{{code}}(1km + 500m)h{{/code}}” means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 603 603 604 -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. 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. 605 605 606 -Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 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: 607 607 608 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 609 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 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}} 610 610 611 -As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 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. 612 612 613 613 (% id="boolean-operators" %) 614 614 615 -=== Boolean operators === 736 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 616 616 617 -Some additional notes on Boolean operators (such as and, or, not, ==): 738 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 618 618 619 -* Of course a Boolean operation always results in true or false (integer 1 or 0). 620 -* Values of any type can be used as Boolean operands, e.g. for “and”. They will be interpreted as “true” if they are **non-zero** or **non-numeric**. 621 -* != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 622 -* “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 623 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 624 -* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 625 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 626 626 741 +* (% 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 “and”. They will be interpreted as “true” 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;" %)“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 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 $foo is not checked at all) 746 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 747 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won’t have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 627 627 749 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 628 628 629 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 630 -(% id="categorybroken_macroanchorstrings-and-formatting" %) 631 631 632 -{{{==}}} 752 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 753 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 754 +\\(%%) == 633 633 634 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 756 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 635 635 636 636 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 637 637 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 638 638 639 -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]]. 640 640 641 641 Instead of ‘%1 %2 %3’, you can also use ‘%s %s %s’, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 642 -\\To get a percent character in the result string, use '%%' in the format string. 643 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 644 -\\**[New as of X Rebirth 4.0]** 645 -\\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 646 646 647 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 648 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 649 -* {{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. 650 650 767 + 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 + 651 651 Additional remarks: 652 652 653 653 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. ... ... @@ -656,25 +656,26 @@ 656 656 657 657 658 658 659 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 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 "formatted" property.</span>"/}} 660 660 661 661 662 662 663 - \\790 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 664 664 792 + 665 665 (% id="categorybroken_macroanchorlists" %) 666 666 667 -== Lists == 795 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 668 668 669 -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]]. 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]]. 670 670 671 -A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as “[ ]”. 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 “[ ]”. 672 672 673 -{{note body="When accessing a list’s elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}} 801 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a list’s 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>"/}} 674 674 675 675 676 676 677 -Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 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. 678 678 679 679 {{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 680 680 ... ... @@ -684,163 +684,158 @@ 684 684 685 685 686 686 687 - \\815 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 688 688 817 + 689 689 (% id="categorybroken_macroanchortables" %) 690 690 691 -== Tables == 820 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 692 692 693 -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. 694 694 695 -Almost all values are allowed as table keys, but there are a few exceptions: 696 696 697 -* Strings must start with '$', like variables 698 -* null cannot be used as table key (but the number 0 is valid) 699 -* 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: 700 700 827 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 828 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 830 +\\ 701 701 832 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 702 702 703 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table 835 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null 704 704 705 -* {{code}}table[]{{/code}} ⟹ creates an empty table 706 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 707 707 708 708 709 709 710 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 711 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 712 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 713 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table \\840 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$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 714 714 715 715 846 +(% 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). 716 716 717 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 718 718 719 - \\849 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 720 720 851 + 721 721 (% id="categorybroken_macroanchorvalue-properties" %) 722 722 723 -== Value properties == 854 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 724 724 725 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game’s state, properties are used. 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 game’s state, properties are used. 726 726 727 -Numbers don’t have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don’t have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 728 728 729 -You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 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: 730 730 731 -* 1 ⟹ 42 732 -* 2 ⟹ null 733 -* 3 ⟹ 'text' 734 -* 'count' ⟹ 3 862 +* (% 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' ⟹ 3 735 735 736 -As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 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. 737 737 738 -You can look up a property by appending a dot and the key in curly braces: 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: 739 739 740 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 741 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 742 -* {{code}}[].{'count'}{{/code}} ⟹ 0 743 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42 \\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;" %)⟹(%%) 42 744 744 745 745 877 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 746 746 747 -In most cases the property key is a fixed string, like “name” or “class”. You can write this like above: 748 - 749 749 * {{code}}[42].{'count'}{{/code}} 750 750 * {{code}}$ship.{'name'}{{/code}} 751 751 * {{code}}$ship.{'class'} {{/code}} 752 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 882 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 883 +\\ 753 753 885 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 754 754 755 - 756 -But it is easier just to write the property key without braces, which is equivalent: 757 - 758 758 * {{code}}[0].count{{/code}} 759 759 * {{code}}$ship.name{{/code}} 760 760 * {{code}}$ship.class{{/code}} 761 -* {{code}}table[$foo='bar'].$foo{{/code}}\\ 890 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 891 +\\ 762 762 893 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a “$”, so they cannot be confused with keywords.) 763 763 895 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 764 764 765 -( Inthis case, $shipisavariable. Allvariables startwitha“$”,so theycannotbe confusedwithkeywords.)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) 766 766 767 - Alisthas evenmoreproperties: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) 768 768 769 -* *random'**returnsa randomly chosenlement(which requiresthatthe list isnon-empty)901 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} ⟹ 1 770 770 771 - **min'** and'**max'**return theminimum ormaximum(all elements have to benumeric)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) 772 772 773 -* {{code}}[1, 6, 8]. min{{/code}} ⟹1905 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹ 5 774 774 775 - **average'** returnstheaverage(butall element types have tobecompatible)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 it’s not in the list 776 776 777 -* {{code}}[1, 6, 8]. average{{/code}} ⟹5909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 778 778 779 - **indexof'**isfollowedbyanotherproperty,andtheindexofthefirst occurenceofthatkeyinthe list is returned,or0ifit’s not in thelist911 +(% 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) 780 780 781 -* {{code}}[1, 6, 8]. indexof.{8}{{/code}} ⟹3913 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 782 782 783 - **clone'**createsa shallowcopyofthelist(i.e. lists that arecontainedas elements in thelistareotcopied, only thereferenceto them)915 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 784 784 785 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 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 786 786 787 - Atablehasdifferentproperties: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: 788 788 789 -* '**clone'** creates a shallow copy of the table 790 -* '**keys'** allows you to access data about the table's keys 791 791 792 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 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}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 793 793 794 794 795 795 796 - *{{code}}$table.keys.list{{/code}}:Yields alist ofall keys in thetable(reliably sorted by key ifallkeys are numeric)\\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>"/}} 797 797 798 798 799 799 800 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 801 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 934 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 935 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 936 +\\(%%) === 802 802 938 +(% 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 “?” to the lookup, which yields true or false: 803 803 940 +* (% 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' 804 804 805 -{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}} 806 806 945 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 807 807 947 +* (% 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 808 808 809 -(% id="lookup-tests-and-suppressing-errors" %)===Lookup testsand suppressingerrors950 +(% 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 “@” as prefix: 810 810 952 +* (% 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 $list, if it exists, null otherwise 811 811 812 - {{{===}}}956 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 813 813 814 -If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark “?” to the lookup, which yields true or false: 815 - 816 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 817 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 818 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 819 - 820 - 821 - 822 -The question mark can even be applied to variables: 823 - 824 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 825 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 826 - 827 -To look up the value of a property although it may not exist, you can use the at-sign “@” as prefix: 828 - 829 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 830 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 831 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 832 - 833 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 834 - 835 835 \\ 836 836 837 837 (% id="static-lookups" %) 838 838 839 -=== Static lookups === 962 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 840 840 841 -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. 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 “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. 842 842 843 -Here are a few enumeration classes and corresponding example lookup values: 966 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 844 844 845 845 (% style="margin-left: 0.0px;" %) 846 846 ((( ... ... @@ -848,48 +848,48 @@ 848 848 849 849 850 850 851 -|Data type (= value name)|Examples|Description 852 -|class| 853 -class.ship 854 -\\class.ship_xl 855 -\\class.space 856 -\\class.weapon|Component classes 857 -|purpose| 858 -purpose.combat 859 -\\purpose.transportation|Purposes 860 -|killmethod| 861 -killmethod.hitbybullet 862 -\\killmethod.hitbymissile|Ways to die (already used before destruction) 863 -|datatype| 864 -datatype.float 865 -\\datatype.component 866 -\\datatype.class 867 -\\datatype.datatype|Script value datatypes 868 -|profile| 869 -profile.flat 870 -\\profile.increasing 871 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 872 -|cuestate| 873 -cuestate.waiting 874 -\\cuestate.active 875 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 876 -|level| 877 -level.easy 878 -\\level.medium 879 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 880 -|attention| 881 -attention.insector 882 -\\attention.visible 883 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 884 -|ware| 885 -ware.ore 886 -\\ware.silicon|Wares 887 -|race| 888 -race.argon 889 -\\race.boron|Races 890 -|faction| 891 -faction.player 892 -\\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 893 893 ))) 894 894 895 895 {{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: ... ... @@ -900,118 +900,108 @@ 900 900 901 901 <code>(typeof $value).isstring</code>"/}} 902 902 903 -{{info body="There is also the datatype “tag” with the lookup name “tag” - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like “tag.mision” instead of “tag.mission”, there won’t be an error because any name is valid for a tag, and the tag “mision” is created on its first use."/}} 1026 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype “tag” with the lookup name “tag” - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like “tag.mision” instead of “tag.mission”, there won’t be an error because any name is valid for a tag, and the tag “mision” is created on its first use.</span>"/}} 904 904 905 - \\1028 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 906 906 907 907 908 - 909 909 (% id="player-properties" %) 910 910 911 -=== Player properties === 1033 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 912 912 913 -You can access many player-related game properties via the keyword “player”: 1035 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword “player”: 914 914 915 -* player.**name**: The player’s name 916 -* player.**age**: The passed in-game time since game start 917 -* player.**money**: The money in the player’s account 918 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 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 player’s 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 player’s 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 919 919 920 - 921 - 922 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 923 -* player.**entity**: The actual player object\\ 924 - 925 - 926 - 927 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 928 -* player.**copilot**: The co-pilot NPC 929 - 930 930 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. 931 -\\(% id="safe-properties" %) 932 932 933 - ===Safe===1050 +(% id="safe-properties" %) 934 934 935 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:1052 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) === 936 936 937 -* exists 938 -* isoperational 939 -* iswreck 940 -* isconstruction 941 -* available 942 -* 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: 943 943 944 -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.(...) 945 945 946 -(% id="categorybroken_macroanchormoney-and-time-formatting"%)===Money and timeformatting1063 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 947 947 1065 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1066 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1067 +\\(%%) === 948 948 949 - {{{===}}}1069 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 950 950 951 -**[New as of X Rebirth 4.0]** 952 -\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 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. 953 953 954 954 * {{code}}$money.formatted.{'formatstring'} {{/code}} 955 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 956 - 957 - 958 - 1074 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1075 +\\ 959 959 * {{code}}$time.formatted.{'formatstring'}{{/code}} 960 -* {{code}}$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') 961 961 962 -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. 963 963 964 -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: 965 965 966 966 967 - 968 968 |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.) 969 969 |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'. 970 970 |.|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) 971 971 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 972 972 973 -By default, these options are disabled. 1089 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled. 974 974 975 -More available specifiers (in addition to %s): 1091 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s): 976 976 977 -* %k: Credits (truncated) in kilo format 978 -* %M: Credits (truncated) in Mega format 979 -* %G: Credits (truncated) in Giga format 980 -* %T: Credits (truncated) in Tera format 981 -* %Cr: Localised "Cr" string 982 -* %%: 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 +\\ 983 983 1101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 984 984 985 985 986 -Examples:\\ 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}} 987 987 988 - 989 - 990 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 991 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 992 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 993 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 994 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 995 - 996 996 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 997 997 998 998 Examples: 999 999 1000 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1001 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1002 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1003 -* {{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}} 1004 1004 1005 1005 (% id="complete-property-documentation" %) 1006 1006 1007 -=== Complete property documentation === 1121 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) === 1008 1008 1009 -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. 1010 1010 1011 -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. 1012 1012 1013 1013 1014 - 1015 1015 {{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1016 1016 1017 1017 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". ... ... @@ -1019,78 +1019,76 @@ 1019 1019 1020 1020 1021 1021 1022 -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 “base keywords” and properties. To filter in this list, you can enter an expression in the text field: 1023 1023 1024 -* Enter the beginning of a base keyword 1025 -* Enter $ followed by the data type you are looking for (e.g. “$ship”), as if it were a variable 1026 -* To see the properties of a base keyword or data type, enter a dot (“.”) 1027 -* After the dot, you can enter a property name 1028 -* 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. “$ship”), 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 (“.”) 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 (“.”) as first character to search globally for a property 1029 1029 1030 - \\1143 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1031 1031 1032 1032 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 “component”, but have different properties based on their component class.</span>"/}} 1033 1033 1034 -{{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."/}} 1035 1035 1036 1036 1037 - 1038 1038 \\ 1039 1039 1040 1040 (% id="md-refreshing-and-patching" %) 1041 1041 1042 -= MD refreshing and patching = 1154 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1043 1043 1044 -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. 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 “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. 1045 1045 1046 1046 \\ 1047 1047 1048 1048 (% id="details-and-restrictions" %) 1049 1049 1050 -== Details and restrictions == 1162 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1051 1051 1052 -Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1164 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1053 1053 1054 -* 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). 1055 -* 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. 1056 -* 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. 1057 -* You CANNOT change a <cue> to a <library> or vice versa. 1058 -* 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.) 1059 -* 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. 1060 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1061 -* 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. 1062 -* 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). 1063 -* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1064 -* Adding sub-cues to active or complete cues enables their condition checks immediately. 1065 -* 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. 1066 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1067 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 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. 1068 1068 1069 - \\1181 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1070 1070 1071 1071 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>"/}} 1072 1072 1073 -{{warning body=" Beawarehatcompleted instancescan beauto-deleted,and soadded sub-cueswillnot become active insuch a case."/}}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>"/}} 1074 1074 1075 -{{warning body="When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary."/}} 1076 1076 1077 1077 1078 - 1079 1079 \\ 1080 1080 1081 1081 (% id="patching" %) 1082 1082 1083 -== Patching == 1194 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1084 1084 1085 -Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. 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. 1086 1086 1087 1087 {{code}}<cue [...] version="42">  <conditions> [...] </conditions>  <actions> [...] </actions>  <patch sinceversion="42">    [patch actions]  </patch></cue>{{/code}} 1088 1088 1089 -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. 1200 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, “complete” 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. 1090 1090 1091 -A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 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. 1092 1092 1093 -{{note body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}} 1204 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1094 1094 1095 1095 1096 1096 ... ... @@ -1098,25 +1098,25 @@ 1098 1098 1099 1099 (% id="common-attribute-groups" %) 1100 1100 1101 -= Common attribute groups = 1212 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1102 1102 1103 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 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. 1104 1104 1105 1105 \\ 1106 1106 1107 1107 (% id="categorybroken_macroanchorvalue-comparisons" %) 1108 1108 1109 -== Value comparisons == 1220 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1110 1110 1111 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 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>: 1112 1112 1113 1113 {{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1114 1114 1115 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1226 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1116 1116 1117 1117 {{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}} 1118 1118 1119 -{{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."/}} 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>"/}} 1120 1120 1121 1121 1122 1122 ... ... @@ -1124,111 +1124,118 @@ 1124 1124 1125 1125 (% id="categorybroken_macroanchorrandom-ranges" %) 1126 1126 1127 -== Random ranges == 1238 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1128 1128 1129 -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: 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: 1130 1130 1131 1131 {{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1132 1132 1133 -To select a random element from a list, this syntax can be used: 1244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1134 1134 1135 1135 {{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1136 1136 1137 -To get a random number within a given range, you can use min/max: 1248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1138 1138 1139 1139 {{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1140 1140 1141 -min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1252 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1142 1142 1143 -You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1254 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, “flat” being the default (all values in the range are equally likely). If you select another profile, e.g. “increasing” to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1144 1144 1145 1145 {{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1146 1146 1147 -(% style="color: rgb(0,0,255);text-decoration: none;" %)  1148 -\\(% id="variables-and-namespaces" %) 1258 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)  1149 1149 1150 - =Variables=1260 +(% id="variables-and-namespaces" %) 1151 1151 1152 - Asyouhaveseen above,you can easily access variablesby writingheir name(including $ prefix) inan expression.Namespaces define inwhich cuethe variables are actually stored (andfromwhich cuetheyareread).1262 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1153 1153 1154 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1155 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 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). 1156 1156 1157 -= =Creatingandremovingvariables==1266 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1158 1158 1159 -{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1160 1160 1269 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1270 + 1271 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1272 + 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: 1274 + 1161 1161 {{code}} <set_value name="$foo" exact="$bar + 1" />{{/code}} 1162 1162 1163 -<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 “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>.) 1164 1164 1165 -The default operation of <set_value> is “**set**”, but there are more: “**add**”, “**subtract**”, and “**insert**”. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn’t exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1279 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”, but there are more: “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”, “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”, and “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)”. (%%)//(% 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 didn’t 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. 1166 1166 1167 1167 {{code}}<set_value name="$foo" operation="add" />{{/code}} 1168 1168 1169 -The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1170 1170 1171 1171 {{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1172 1172 1173 -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): 1174 1174 1175 1175 {{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1176 1176 1177 -This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1291 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1178 1178 1179 -Appending is easier than that. The following actions are equivalent: 1293 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1180 1180 1181 1181 {{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1182 1182 1183 -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 $list.count + 1 is not possible. 1184 1184 1185 -To remove variables or list/table entries, use <remove_value>: 1299 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1186 1186 1187 1187 {{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1188 1188 1189 -Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1190 1190 1191 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1192 -\\\\\\(% id="accessing-remote-variables" %) 1305 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1193 1193 1194 -== Accessing remote variables == 1195 1195 1196 - Youcan also readnd write variables in othercuesby usinghename asproperty key:1308 +(% id="accessing-remote-variables" %) 1197 1197 1310 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1311 + 1312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1313 + 1198 1198 {{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1199 1199 1200 -Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 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: 1201 1201 1202 1202 {{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1203 1203 1204 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1205 -\\\\\\(% id="namespaces" %) 1320 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1206 1206 1207 -== Namespaces == 1208 1208 1209 - Inthe examples above, a variable was written to andread from the “this” cue. This canbe necessary: the expression “$foo”may bedifferent from the expression “this.$foo”. The reason for that are namespaces.1323 +(% id="namespaces" %) 1210 1210 1211 - Consider thiscase:1325 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1212 1212 1327 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 1328 + 1329 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1330 + 1213 1213 {{code}}<cue name="Root">  <actions>    <set_value name="$foo" />  </actions>  <cues>    <cue name="SubCue"> [...]    </cue>  </cues></cue>{{/code}} 1214 1214 1215 -When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write “parent.$foo” or “Root.$foo”, but since it’s very common to have a single location for most variables in the whole cue tree, the easy solution is to write just “$foo” - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in “this” cue. 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 $foo. Of course they could write “parent.$foo” or “Root.$foo”, but since it’s very common to have a single location for most variables in the whole cue tree, the easy solution is to write just “$foo” - because variable names are looked up in the (%%)**(% 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 “this” cue. 1216 1216 1217 -You can also use the keyword “**namespace**” in expressions to get the namespace cue. 1335 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword “(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)” in expressions to get the namespace cue. 1218 1218 1219 1219 (% id="defining-a-cues-namespace" %) 1220 1220 1221 -=== Defining a cue’s namespace === 1339 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cue’s namespace(%%) === 1222 1222 1223 -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: 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: 1224 1224 1225 -* **this**: Use “this” cue as namespace, even for instances: $foo == this.$foo 1226 -* **static**: Same as “this”, but when instantiated, use the static cue: $foo == static.$foo 1227 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as “static”. 1343 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use “this” 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 “this”, 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 “static”. 1228 1228 1229 1229 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1230 1230 1231 1231 1232 -{{warning body="Although in general the expression “$foo == namespace.$foo” is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent’s namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent’s namespace. Example: 1350 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression “$foo == namespace.$foo” is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent’s namespace. However, the referencing cue creates a new namespace, so the </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 parent’s namespace. Example:</span> 1233 1233 1234 1234 <code><cue name="LibRef" ref="Lib">  <param name="Param1" value="$foo" /> <!-- $foo from parent namespace -->  <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}