Changes for page Mission Director Guide

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edited by Daniel Turner
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1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.
2 2  
3 -An introduction to the original MD can be found in the[[ (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +An introduction to the original MD can be found in the[[ (% style="color:#000099; text-decoration:underline" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 7  {{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}
8 8  
9 -(% id="md-scripts" %)
10 10  
11 11  {{toc/}}
12 12  
... ... @@ -16,7 +16,7 @@
16 16  
17 17  MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
18 18  
19 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
18 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color:#000099; text-decoration:underline" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
20 20  
21 21  This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
22 22  
... ... @@ -30,33 +30,37 @@
30 30  
31 31  To collect all messages in a file, start the game with the following parameters on the command line:
32 32  
33 -{{code}}-logfile debuglog.txt{{/code}}
32 +{{code}}
33 +-logfile debuglog.txt
34 +{{/code}}
34 34  
35 35  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:
36 36  
37 -{{code}}-debug scripts{{/code}}
38 +{{code}}
39 +-debug scripts
40 +{{/code}}
38 38  
39 -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.\\
42 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.
40 40  
41 -The script action <debug_text> can be used to print debug messages from within a script.\\
44 +The script action <debug_text> can be used to print debug messages from within a script.
42 42  
43 43  = MD script structure =
44 44  
45 45  In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file.
46 46  
47 -The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
50 +The XML root node of an MD file is called mdscript and looks like this:
48 48  
49 49  {{code language="xml"}}
50 -<?xml version="1.0" encoding="utf-8"?>
53 +
51 51  <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
52 52  {{/code}}
53 53  
54 -ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
57 +ScriptName is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
55 55  
56 56  The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
57 57  
58 58  {{code language="xml"}}
59 -<?xml version="1.0" encoding="utf-8"?>
62 +
60 60  <mdscript name="ScriptName" ...>
61 61   <cues>
62 62   <cue name="RootCue1"> [...]
... ... @@ -75,14 +75,12 @@
75 75  
76 76  * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
77 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.\\
81 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.
79 79  
80 80  
81 -
82 82  * **Complete**: The cue has finished performing its actions.
83 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.
84 84  
85 -\\
86 86  
87 87  {{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
88 88  
... ... @@ -108,7 +108,7 @@
108 108  
109 109  **Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
110 110  
111 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
112 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix event_ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
112 112  
113 113  Example for an event condition:
114 114  
... ... @@ -148,10 +148,9 @@
148 148  
149 149  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
150 150  
151 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥ and ΓÇ£//complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
152 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are //cancel// and //complete//. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
152 152  
153 153  
154 -
155 155  * With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
156 156  
157 157  Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
... ... @@ -214,7 +214,7 @@
214 214  
215 215  
216 216  
217 -{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}
217 +{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the scripts debug filter is enabled, see [[NULL|Script debug output]]."/}}
218 218  
219 219  
220 220  
... ... @@ -295,7 +295,7 @@
295 295  
296 296  * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).
297 297  * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
298 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
298 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
299 299  
300 300  == Library Parameters ==
301 301  
... ... @@ -340,8 +340,8 @@
340 340  
341 341  = Instantiation =
342 342  
343 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: 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.
343 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color:#000000; text-decoration:underline" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
344 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
345 345  \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
346 346  
347 347  == Cleaning up instances explicitly ==
... ... @@ -348,7 +348,7 @@
348 348  
349 349  Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
350 350  
351 -{{info body="&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}}
351 +{{note body="&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword '''this''') or any ancestor cue, and still perform more actions afterwards."/}}
352 352  
353 353  == Access to instances ==
354 354  
... ... @@ -360,13 +360,13 @@
360 360  
361 361  In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
362 362  
363 -When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
363 +When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is related to the current one.
364 364  
365 365  Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
366 366  
367 367  Example chart:
368 368  
369 -[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\
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  
371 371  This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
372 372  
... ... @@ -373,11 +373,11 @@
373 373  Example situations:
374 374  
375 375  * In the static tree: Cue names in expressions are always resolved to the static cues.
376 -* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
377 -* In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
378 -* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
379 -* In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
380 -* In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
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  
382 382  In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
383 383  
... ... @@ -391,11 +391,11 @@
391 391  
392 392  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
393 393  
394 -* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\
394 +* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:
395 395  
396 -{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
396 +(% style="color:#0000ff; text-decoration:none" %){{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}
397 397  \\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
398 -\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
398 +\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
399 399  
400 400  * **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
401 401  * **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances.
... ... @@ -407,11 +407,10 @@
407 407  * {{code}}0{{/code}} (integer number)
408 408  * {{code}}0772{{/code}} (leading 0 means octal integer number)
409 409  * {{code}}3.14159{{/code}} (floating point number)
410 -* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
410 +* {{code}}5e12{{/code}} (float in exponent notation, times ten to the power of)
411 411  * {{code}}0xCAFE{{/code}} (hexadecimal integer number)
412 412  
413 413  
414 -
415 415  {{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  
... ... @@ -423,12 +423,11 @@
423 423  * {{code}}'String with a line break\n'{{/code}}
424 424  
425 425  
426 -
427 427  {{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}
428 428  
429 429  == Numeric data types and suffixes ==
430 430  
431 -Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
429 +Numbers can have a suffix that determines their numeric type. There are also numerical data types like money or time which can only be expressed by using an appropriate unit suffix:
432 432  
433 433  * {{code}}5000000000L{{/code}} (large integer)
434 434  * {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
... ... @@ -480,7 +480,7 @@
480 480  
481 481  == Operators ==
482 482  
483 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported
481 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered false if they are equal to zero, true otherwise. The following operators, delimiters, and constants are supported
484 484  
485 485  (% style="margin-left: 0.0px;" %)
486 486  (((
... ... @@ -550,7 +550,7 @@
550 550  {{code}}1 ge 3{{/code}}
551 551  \\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
552 552  |(((
553 -= =
551 += =
554 554  )))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
555 555  |~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
556 556  |and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
... ... @@ -562,9 +562,8 @@
562 562  \\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
563 563  {{code}}null{{/code}}
564 564  \\{{code}}'T'{{/code}}|Conditional operator ("inline if")
563 +)))
565 565  
566 -)))(% id="operator-precedence-rules" %)
567 -(%%)
568 568  
569 569  === Operator precedence rules ===
570 570  
... ... @@ -580,13 +580,12 @@
580 580  * or
581 581  * if/then/else (lowest precedence)
582 582  
583 -(% id="type-conversion" %)
584 584  
585 585  === Type conversion ===
586 586  
587 587  When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
588 588  
589 -* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
585 +* Null and something else: The null value will be interpreted as 0 of the other type.
590 590  * Two non-unit integers: The result will be an integer of the largest involved type.
591 591  * Two non-unit numbers, not all integers: The result will be the largest involved float type.
592 592  * Non-unit and unit: The result will be the unit type.
... ... @@ -599,7 +599,7 @@
599 599  * {{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}}
600 600  * {{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}}
601 601  
602 -When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
598 +When converting to a non-default unit type, this means you interpret the number as in the given units: {{code}}(1km + 500m)h{{/code}} means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
603 603  
604 604  The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
605 605  
... ... @@ -610,7 +610,6 @@
610 610  
611 611  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
612 612  
613 -(% id="boolean-operators" %)
614 614  
615 615  === Boolean operators ===
616 616  
... ... @@ -617,20 +617,16 @@
617 617  Some additional notes on Boolean operators (such as and, or, not, ==):
618 618  
619 619  * Of course a Boolean operation always results in true or false (integer 1 or 0).
620 -* Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are **non-zero** or **non-numeric**.
615 +* Values of any type can be used as Boolean operands, e.g. for and. They will be interpreted as true if they are **non-zero** or **non-numeric**.
621 621  * != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers.
622 -* ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
617 +* and and or use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
623 623  ** Example:{{code}} false and $foo{{/code}} Γƒ╣ {{code}}false{{/code}} (the value of $foo is not checked at all)
624 624  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
625 625  * <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
626 626  
627 627  
623 +== Strings and formatting ==
628 628  
629 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
630 -(% id="categorybroken_macroanchorstrings-and-formatting" %)
631 -
632 -{{{==}}}
633 -
634 634  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:
635 635  
636 636  * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
... ... @@ -651,24 +651,22 @@
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.
654 -*  If "," is used without "." then any fractional digits are discarded.
645 +* If "," is used without "." then any fractional digits are discarded.
655 655  * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero).
656 656  
657 657  
649 +{{note body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
658 658  
659 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
660 660  
661 661  
662 662  
663 -\\
664 664  
665 -(% id="categorybroken_macroanchorlists" %)
666 666  
667 667  == Lists ==
668 668  
669 669  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]].
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 ΓÇ£[ ]ΓÇ¥.
660 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as [ ].
672 672  
673 673  {{note body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}
674 674  
... ... @@ -684,42 +684,37 @@
684 684  
685 685  
686 686  
687 -\\
688 688  
689 -(% id="categorybroken_macroanchortables" %)
690 690  
678 +
691 691  == 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.\\
681 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
694 694  
695 695  Almost all values are allowed as table keys, but there are a few exceptions:
696 696  
697 697  * Strings must start with '$', like variables
698 698  * 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\\
687 +* Lists, tables, groups and buildplans cannot be used as table keys
700 700  
701 701  
702 -
703 703  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
704 704  
705 705  * {{code}}table[]{{/code}} Γƒ╣ creates an empty table
706 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
693 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
707 707  
708 708  
709 -
710 710  * {{code}}table[{'$foo'} = 'bar']{{/code}} Γƒ╣ a table that maps the string '$foo' to the string 'bar'
711 711  * {{code}}table[$foo = 'bar']{{/code}} Γƒ╣ exactly the same, just a shorter notation for string keys
712 712  * {{code}}table[foo = 'bar']{{/code}} Γƒ╣ error, 'foo' does not start with a '$'
713 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
699 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
714 714  
715 715  
702 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
703 +
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 -\\
720 720  
721 -(% id="categorybroken_macroanchorvalue-properties" %)
722 -
723 723  == Value properties ==
724 724  
725 725  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 gameΓÇÖs state, properties are used.
... ... @@ -740,30 +740,27 @@
740 740  * {{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element)
741 741  * {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣ 'world' (second element of the inner list, which is the third element of the outer list)
742 742  * {{code}}[].{'count'}{{/code}} Γƒ╣ 0
743 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
727 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42
744 744  
745 745  
730 +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 ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
748 -
749 749  * {{code}}[42].{'count'}{{/code}}
750 750  * {{code}}$ship.{'name'}{{/code}}
751 -* {{code}}$ship.{'class'} {{/code}}
752 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
734 +* {{code}}$ship.{'class'} {{/code}}
735 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}
753 753  
754 754  
755 -
756 756  But it is easier just to write the property key without braces, which is equivalent:
757 757  
758 758  * {{code}}[0].count{{/code}}
759 759  * {{code}}$ship.name{{/code}}
760 760  * {{code}}$ship.class{{/code}}
761 -* {{code}}table[$foo='bar'].$foo{{/code}}\\
743 +* {{code}}table[$foo='bar'].$foo{{/code}}
762 762  
763 763  
746 +(In this case, $ship is a variable. All variables start with a $, so they cannot be confused with keywords.)
764 764  
765 -(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
766 -
767 767  A list has even more properties:
768 768  
769 769  **random'** returns a randomly chosen element (which requires that the list is non-empty)
... ... @@ -789,42 +789,36 @@
789 789  * '**clone'** creates a shallow copy of the table
790 790  * '**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:\\
773 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
793 793  
794 794  
795 795  
796 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
777 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
797 797  
798 798  
799 -
800 800  * {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
801 801  * {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
802 802  
803 803  
804 -
805 805  {{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  
807 807  
808 808  
809 -(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
788 +=== Lookup tests and suppressing errors ===
810 810  
790 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ? to the lookup, which yields true or false:
811 811  
812 -{{{===}}}
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 ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
815 -
816 816  * {{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
817 817  * {{code}}$list.{5}?{{/code}} Γƒ╣ 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'\\
794 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
819 819  
820 820  
821 -
822 822  The question mark can even be applied to variables:
823 823  
824 824  * {{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable
825 825  * {{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise
826 826  
827 -To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
802 +To look up the value of a property although it may not exist, you can use the at-sign @ as prefix:
828 828  
829 829  * {{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
830 830  * {{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise
... ... @@ -832,19 +832,17 @@
832 832  
833 833  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.
834 834  
835 -\\
836 836  
837 -(% id="static-lookups" %)
838 838  
839 839  === 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 ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
814 +There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the class data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type class, there is a value class that can be used to access the classes.
842 842  
843 843  Here are a few enumeration classes and corresponding example lookup values:
844 844  
845 845  (% style="margin-left: 0.0px;" %)
846 846  (((
847 -\\
820 +
848 848  
849 849  
850 850  
... ... @@ -900,35 +900,31 @@
900 900  
901 901  <code>(typeof $value).isstring</code>"/}}
902 902  
903 -{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}
876 +{{note body="There is also the datatype tag with the lookup name tag - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like tag.mision instead of tag.mission, there wonΓÇÖt be an error because any name is valid for a tag, and the tag mision is created on its first use."/}}
904 904  
905 -\\
906 906  
907 907  
908 908  
909 -(% id="player-properties" %)
910 910  
911 911  === Player properties ===
912 912  
913 -You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
884 +You can access many player-related game properties via the keyword player:
914 914  
915 915  * player.**name**: The playerΓÇÖs name
916 916  * player.**age**: The passed in-game time since game start
917 917  * player.**money**: The money in the playerΓÇÖs 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\\
889 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
919 919  
920 920  
921 -
922 922  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
923 -* player.**entity**: The actual player object\\
893 +* player.**entity**: The actual player object
924 924  
925 925  
926 -
927 927  * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
928 928  * player.**copilot**: The co-pilot NPC
929 929  
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" %)
900 +
932 932  
933 933  === Safe properties ===
934 934  
... ... @@ -941,27 +941,24 @@
941 941  * available
942 942  * isclass.(...)
943 943  
944 -These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
913 +These properties will not cause errors when used on null or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword available is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
945 945  
946 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
947 947  
916 +=== Money and time formatting ===
948 948  
949 -{{{===}}}
950 -
951 951  **[New as of X Rebirth 4.0]**
952 952  \\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.
953 953  
954 -* {{code}}$money.formatted.{'formatstring'} {{/code}}
955 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
921 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
922 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')
956 956  
957 957  
958 -
959 959  * {{code}}$time.formatted.{'formatstring'}{{/code}}
960 -* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
926 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
961 961  
962 962  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:\\
930 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:
965 965  
966 966  
967 967  
... ... @@ -979,14 +979,13 @@
979 979  * %G: Credits (truncated) in Giga format
980 980  * %T: Credits (truncated) in Tera format
981 981  * %Cr: Localised "Cr" string
982 -* %%: A % sign\\
948 +* %%: A % sign
983 983  
984 984  
951 +Examples:
985 985  
986 -Examples:\\
987 987  
988 988  
989 -
990 990  * {{code}}(1234Cr).formatted.{'%s'}{{/code}}Γƒ╣{{code}}'1,234'{{/code}}
991 991  * {{code}}(1234Cr).formatted.default{{/code}}Γƒ╣{{code}}'1,234'{{/code}} (same as {'%s'})
992 992  * {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}Γƒ╣{{code}}'1,234.00 Cr'{{/code}}
... ... @@ -1002,13 +1002,12 @@
1002 1002  * {{code}}(151s).formatted.{'%.3T'}{{/code}} Γƒ╣ {{code}}'00:02:31.000'{{/code}}
1003 1003  * {{code}}(151s).formatted.{'%h:%M'}{{/code}} Γƒ╣ {{code}}'0:02'{{/code}}
1004 1004  
1005 -(% id="complete-property-documentation" %)
1006 1006  
1007 1007  === Complete property documentation ===
1008 1008  
1009 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.
1010 1010  
1011 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
975 +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 1014  
... ... @@ -1019,33 +1019,28 @@
1019 1019  
1020 1020  
1021 1021  
1022 -This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field:
986 +This provides you with a complete list of all supported base keywords and properties. To filter in this list, you can enter an expression in the text field:
1023 1023  
1024 1024  * Enter the beginning of a base keyword
1025 -* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1026 -* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
989 +* Enter $ followed by the data type you are looking for (e.g. $ship), as if it were a variable
990 +* To see the properties of a base keyword or data type, enter a dot (.)
1027 1027  * After the dot, you can enter a property name
1028 -* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
992 +* You can also enter a dot (.) as first character to search globally for a property
1029 1029  
1030 -\\
1031 1031  
1032 1032  
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 ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}
997 +{{note body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype component, but have different properties based on their component class."/}}
1035 1035  
1036 1036  
1037 1037  
1038 -\\
1039 1039  
1040 -(% id="md-refreshing-and-patching" %)
1041 1041  
1042 1042  = 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 ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1005 +When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called refresh. It is also possible to refresh the MD at run-time using the command refreshmd on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1045 1045  
1046 -\\
1047 1047  
1048 -(% id="details-and-restrictions" %)
1049 1049  
1050 1050  == Details and restrictions ==
1051 1051  
... ... @@ -1066,7 +1066,6 @@
1066 1066  * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1067 1067  * Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1068 1068  
1069 -\\
1070 1070  
1071 1071  
1072 1072  
... ... @@ -1076,17 +1076,17 @@
1076 1076  
1077 1077  
1078 1078  
1079 -\\
1080 1080  
1081 -(% id="patching" %)
1082 1082  
1083 1083  == Patching ==
1084 1084  
1085 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.
1086 1086  
1087 -{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1043 +{{code}}
1044 +&lt;cue [...] version=&quot;42&quot;&gt; &lt;conditions&gt; [...] &lt;/conditions&gt; &lt;actions&gt; [...] &lt;/actions&gt; &lt;patch sinceversion=&quot;42&quot;&gt; [patch actions] &lt;/patch&gt;&lt;/cue&gt;
1045 +{{/code}}
1088 1088  
1089 -The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1047 +The patch actions are only performed if the cue is in a certain state, complete by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1090 1090  
1091 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.
1092 1092  
... ... @@ -1094,58 +1094,64 @@
1094 1094  
1095 1095  
1096 1096  
1097 -\\
1098 1098  
1099 -(% id="common-attribute-groups" %)
1100 1100  
1101 1101  = Common attribute groups =
1102 1102  
1103 1103  There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1104 1104  
1105 -\\
1106 1106  
1107 -(% id="categorybroken_macroanchorvalue-comparisons" %)
1108 1108  
1109 1109  == Value comparisons ==
1110 1110  
1111 1111  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1112 1112  
1113 -{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1067 +{{code}}
1068 +&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;
1069 +{{/code}}
1114 1114  
1115 1115  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1116 1116  
1117 -{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1073 +{{code}}
1074 +&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;
1075 +{{/code}}
1118 1118  
1119 1119  {{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1120 1120  
1121 1121  
1122 1122  
1123 -\\
1124 1124  
1125 -(% id="categorybroken_macroanchorrandom-ranges" %)
1126 1126  
1127 1127  == Random ranges ==
1128 1128  
1129 1129  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1130 1130  
1131 -{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1087 +{{code}}
1088 +&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;
1089 +{{/code}}
1132 1132  
1133 1133  To select a random element from a list, this syntax can be used:
1134 1134  
1135 -{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1093 +{{code}}
1094 +&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;
1095 +{{/code}}
1136 1136  
1137 1137  To get a random number within a given range, you can use min/max:
1138 1138  
1139 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1099 +{{code}}
1100 +&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;
1101 +{{/code}}
1140 1140  
1141 1141  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1142 1142  
1143 -You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1105 +You can select one of 5 different probability distribution profiles for the random range, flat being the default (all values in the range are equally likely). If you select another profile, e.g. increasing to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1144 1144  
1145 -{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1107 +{{code}}
1108 +&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;
1109 +{{/code}}
1146 1146  
1147 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1148 -\\(% id="variables-and-namespaces" %)
1111 +(% style="color:#0000ff; text-decoration:none" %) (%%)
1112 +
1149 1149  
1150 1150  = Variables and namespaces =
1151 1151  
... ... @@ -1152,83 +1152,102 @@
1152 1152  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).
1153 1153  
1154 1154  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1155 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1156 1156  
1120 +\\
1121 +
1157 1157  == Creating and removing variables ==
1158 1158  
1159 1159  {{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1160 1160  
1161 -{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1126 +{{code}}
1127 + &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;
1128 +{{/code}}
1162 1162  
1163 -<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1130 +<set_value> also exists as a condition, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1164 1164  
1165 -The default operation of <set_value> is ΓÇ£**set**ΓÇ¥, but there are more: ΓÇ£**add**ΓÇ¥, ΓÇ£**subtract**ΓÇ¥, and ΓÇ£**insert**ΓÇ¥. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1132 +The default operation of <set_value> is **set**, but there are more: **add**, **subtract**, and **insert**. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1166 1166  
1167 -{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1134 +{{code}}
1135 +&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;
1136 +{{/code}}
1168 1168  
1169 1169  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1170 1170  
1171 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1140 +{{code}}
1141 +&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;
1142 +{{/code}}
1172 1172  
1173 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):
1174 1174  
1175 -{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1146 +{{code}}
1147 +&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;
1148 +{{/code}}
1176 1176  
1177 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.
1178 1178  
1179 1179  Appending is easier than that. The following actions are equivalent:
1180 1180  
1181 -{{code}}&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1154 +{{code}}
1155 +&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;
1156 +{{/code}}
1182 1182  
1183 1183  Inserting at a position below 1 or above $list.count + 1 is not possible.
1184 1184  
1185 1185  To remove variables or list/table entries, use <remove_value>:
1186 1186  
1187 -{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1162 +{{code}}
1163 +&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;
1164 +{{/code}}
1188 1188  
1189 1189  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1190 1190  
1191 1191  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1192 -\\\\\\(% id="accessing-remote-variables" %)
1193 1193  
1170 +\\
1171 +
1194 1194  == Accessing remote variables ==
1195 1195  
1196 1196  You can also read and write variables in other cues by using the variable name as property key:
1197 1197  
1198 -{{code}}&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1176 +{{code}}
1177 +&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;
1178 +{{/code}}
1199 1199  
1200 1200  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1201 1201  
1202 -{{code}}&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1182 +{{code}}
1183 +&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;
1184 +{{/code}}
1203 1203  
1204 1204  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1205 -\\\\\\(% id="namespaces" %)
1206 1206  
1188 +\\
1189 +
1207 1207  == Namespaces ==
1208 1208  
1209 -In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1192 +In the examples above, a variable was written to and read from the this cue. This can be necessary: the expression $foo may be different from the expression this.$foo. The reason for that are namespaces.
1210 1210  
1211 1211  Consider this case:
1212 1212  
1213 -{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1196 +{{code}}
1197 +&lt;cue name=&quot;Root&quot;&gt; &lt;actions&gt; &lt;set_value name=&quot;$foo&quot; /&gt; &lt;/actions&gt; &lt;cues&gt; &lt;cue name=&quot;SubCue&quot;&gt; [...] &lt;/cue&gt; &lt;/cues&gt;&lt;/cue&gt;
1198 +{{/code}}
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 $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1200 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write parent.$foo or Root.$foo, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just $foo - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in this cue.
1216 1216  
1217 -You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1202 +You can also use the keyword **namespace** in expressions to get the namespace cue.
1218 1218  
1219 -(% id="defining-a-cues-namespace" %)
1220 1220  
1221 1221  === Defining a cueΓÇÖs namespace ===
1222 1222  
1223 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:
1224 1224  
1225 -* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1226 -* **static**: Same as ΓÇ£thisΓÇ¥, 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 ΓÇ£staticΓÇ¥.
1209 +* **this**: Use this cue as namespace, even for instances: $foo == this.$foo
1210 +* **static**: Same as this, but when instantiated, use the static cue: $foo == static.$foo
1211 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as static.
1228 1228  
1229 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1230 1230  
1231 1231  
1232 -{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example:
1215 +{{warning body="Although in general the expression $foo == namespace.$foo is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example:
1233 1233  
1234 -<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
1217 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt; &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt; &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}