Modifications pour le document Mission Director Guide

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Depuis la version 32941.1
modifié par Daniel Turner
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1 -Broken_macro/anchor|Broken macro/anchor
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1 1  The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
2 2  
3 -An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +An introduction to the original MD can be found in the[[ (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 7  {{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}
8 8  
9 -(% id="md-scripts" %)
9 +\\
10 10  
11 +(% id="table-of-contents" %)
12 +
11 11  {{toc/}}
12 12  
15 += Table of Contents =
16 +
17 +{{{__TOC__ }}}
18 +
19 +\\
20 +
21 +(% id="md-scripts" %)
22 +
13 13  = MD scripts =
14 14  
15 15  MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions.
... ... @@ -20,12 +20,14 @@
20 20  
21 21  This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
22 22  
23 -{{info}}
24 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
33 +{{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]]).
25 25  
26 -To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."
27 -{{/info}}
35 +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."/}}
28 28  
37 +
38 +
39 +(% id="categorybroken_macroanchorscript-debug-output" %)
40 +
29 29  == Script debug output ==
30 30  
31 31  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]].
... ... @@ -42,6 +42,10 @@
42 42  
43 43  The script action <debug_text> can be used to print debug messages from within a script.\\
44 44  
57 +\\
58 +
59 +(% id="md-script-structure" %)
60 +
45 45  = MD script structure =
46 46  
47 47  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.
... ... @@ -69,6 +69,10 @@
69 69  </mdscript>
70 70  {{/code}}
71 71  
88 + 
89 +
90 +(% id="categorybroken_macroanchorcues" %)
91 +
72 72  == Cues ==
73 73  
74 74  Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
... ... @@ -86,8 +86,14 @@
86 86  
87 87  \\
88 88  
89 -{{info}}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.{{/info}}
90 90  
110 +
111 +{{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 />"/}}
112 +
113 +
114 +
115 +\\
116 +
91 91  This is how a cue node looks like:
92 92  
93 93  {{code language="xml"}}
... ... @@ -104,6 +104,10 @@
104 104  
105 105  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.
106 106  
133 +\\
134 +
135 +(% id="categorybroken_macroanchorconditions" %)
136 +
107 107  == Conditions ==
108 108  
109 109  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.
... ... @@ -180,10 +180,18 @@
180 180  
181 181  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
182 182  
213 +\\
183 183  
184 184  
185 -{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}}
186 186  
217 +{{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."/}}
218 +
219 +
220 +
221 +\\
222 +
223 +(% id="actions" %)
224 +
187 187  == Actions ==
188 188  
189 189  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>:
... ... @@ -216,7 +216,7 @@
216 216  
217 217  
218 218  
219 -{{info}}Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].{{/info}}
257 +{{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]]."/}}
220 220  
221 221  
222 222  
... ... @@ -228,11 +228,17 @@
228 228  
229 229  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.
230 230  
269 +\\
270 +
271 + 
272 +
273 +(% id="libraries" %)
274 +
231 231  = Libraries =
232 232  
233 233  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.
234 234  
235 -{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
279 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}
236 236  
237 237  
238 238  
... ... @@ -286,10 +286,11 @@
286 286  {{/code}}
287 287  
288 288  
289 -{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
290 290  
334 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}}
291 291  
292 292  
337 +
293 293  So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
294 294  
295 295  Notes:
... ... @@ -296,8 +296,10 @@
296 296  
297 297  * 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).
298 298  * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
299 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
344 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
300 300  
346 +(% id="library-parameters" %)
347 +
301 301  == Library Parameters ==
302 302  
303 303  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.
... ... @@ -339,11 +339,18 @@
339 339  
340 340  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.
341 341  
389 +\\
390 +
391 + 
392 +
393 +(% id="instantiation" %)
394 +
342 342  = Instantiation =
343 343  
344 344  One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% 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.**
345 345  \\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% 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.
346 346  \\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.
400 +\\\\\\\\\\(% id="cleaning-up-instances-explicitly" %)
347 347  
348 348  == Cleaning up instances explicitly ==
349 349  
... ... @@ -351,11 +351,15 @@
351 351  
352 352  {{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."/}}
353 353  
408 +
409 +
410 +(% id="access-to-instances" %)
411 +
354 354  == Access to instances ==
355 355  
356 356  
357 357  
358 -{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}}
416 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
359 359  
360 360  
361 361  
... ... @@ -388,6 +388,10 @@
388 388  
389 389  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.)
390 390  
449 +\\
450 +
451 +(% id="pitfalls" %)
452 +
391 391  == Pitfalls ==
392 392  
393 393  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
... ... @@ -401,10 +401,16 @@
401 401  * **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.
402 402  * **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.
403 403  
466 + 
467 +
468 +(% id="categorybroken_macroanchorexpressions" %)
469 +
404 404  = Expressions =
405 405  
406 -Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
472 +Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**\\
407 407  
474 +
475 +
408 408  * {{code}}0{{/code}} (integer number)
409 409  * {{code}}0772{{/code}} (leading 0 means octal integer number)
410 410  * {{code}}3.14159{{/code}} (floating point number)
... ... @@ -413,7 +413,7 @@
413 413  
414 414  
415 415  
416 -{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}}
484 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}
417 417  
418 418  
419 419  
... ... @@ -425,8 +425,14 @@
425 425  
426 426  
427 427  
428 -{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''&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.{{/info}}
496 +{{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."/}}
429 429  
498 +
499 +
500 +\\
501 +
502 +(% id="numeric-data-types-and-suffixes" %)
503 +
430 430  == Numeric data types and suffixes ==
431 431  
432 432  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:
... ... @@ -442,8 +442,14 @@
442 442  
443 443  Here is the complete list of numeric data types and corresponding unit suffixes:
444 444  
519 +\\
520 +
445 445  (% style="margin-left: 0.0px;" %)
446 446  (((
523 +\\
524 +
525 +
526 +
447 447  |Data type|Suffix|Examples|Description
448 448  |null|(none)|null|Converted to non-null data type of value 0 when needed.
449 449  |integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
... ... @@ -477,14 +477,26 @@
477 477  \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
478 478  )))
479 479  
480 -{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
560 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
481 481  
562 +\\
563 +
564 +
565 +
566 +(% id="categorybroken_macroanchoroperators" %)
567 +
482 482  == Operators ==
483 483  
484 -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
570 +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:
485 485  
572 +\\
573 +
486 486  (% style="margin-left: 0.0px;" %)
487 487  (((
576 +\\
577 +
578 +
579 +
488 488  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
489 489  |null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
490 490  |false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
... ... @@ -564,13 +564,20 @@
564 564  {{code}}null{{/code}}
565 565  \\{{code}}'T'{{/code}}|Conditional operator ("inline if")
566 566  
567 -)))(% id="operator-precedence-rules" %)
568 -(%%)
569 569  
660 +\\
661 +
662 +
663 +)))
664 +
665 +(% id="operator-precedence-rules" %)
666 +
570 570  === Operator precedence rules ===
571 571  
572 -You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
669 +You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.\\
573 573  
671 +
672 +
574 574  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
575 575  * Power operator: ^
576 576  * Multiplicative: *, /, %
... ... @@ -597,8 +597,8 @@
597 597  
598 598  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:
599 599  
600 -* {{code}}(1 + 1)f{{/code}} {{code}}2f{{/code}} {{code}}2.0{{/code}}
601 -* {{code}}(1h) m / (180deg) i{{/code}} {{code}}(3600s) m / (3.14rad) i{{/code}} {{code}}3600m / 3{{/code}} {{code}}1200m{{/code}}
699 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
700 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
602 602  
603 603  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.)
604 604  
... ... @@ -606,8 +606,8 @@
606 606  
607 607  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:
608 608  
609 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} {{code}}'One plus one is equal to 2.'{{/code}}
610 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} {{code}}'One plus one is not equal to 11.'{{/code}}
708 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
709 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
611 611  
612 612  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
613 613  
... ... @@ -615,20 +615,22 @@
615 615  
616 616  === Boolean operators ===
617 617  
618 -Some additional notes on Boolean operators (such as and, or, not, ==):
717 +Some additional notes on Boolean operators (such as and, or, not, ==):\\
619 619  
719 +
720 +
620 620  * Of course a Boolean operation always results in true or false (integer 1 or 0).
621 621  * 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**.
622 622  * != 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.
623 623  * 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
624 -** Example:{{code}} false and $foo{{/code}} {{code}}false{{/code}} (the value of $foo is not checked at all)
725 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
625 625  * 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.
626 626  * <, <=, >, >= 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.
627 627  
729 +\\
628 628  
731 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting
629 629  
630 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
631 -(% id="categorybroken_macroanchorstrings-and-formatting" %)
632 632  
633 633  {{{==}}}
634 634  
... ... @@ -645,9 +645,9 @@
645 645  \\**[New as of X Rebirth 4.0]**
646 646  \\ 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):
647 647  
648 -* {{code}}'%,s'.[12345678]{{/code}} {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
649 -* {{code}}'%.3s'.[123.4]{{/code}} {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
650 -* {{code}}'%,.1s'.[12345.67]'{{/code}} {{code}}'12,345.7'{{/code}} (combination of the above)
749 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
750 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
751 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
651 651  
652 652  Additional remarks:
653 653  
... ... @@ -671,17 +671,17 @@
671 671  
672 672  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¥.
673 673  
674 -{{info}}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."{{/info}}
775 +{{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."/}}
675 675  
676 676  
677 677  
678 678  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.
679 679  
680 -{{info}}When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
781 +{{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
681 681  
682 682  Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
683 683  
684 -If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"{{/info}}
785 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
685 685  
686 686  
687 687  
... ... @@ -703,15 +703,15 @@
703 703  
704 704  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
705 705  
706 -* {{code}}table[]{{/code}} creates an empty table
707 -* {{code}}table[{0} = null]{{/code}} creates a table that maps the number 0 to null\\
807 +* {{code}}table[]{{/code}} ⟹ creates an empty table
808 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
708 708  
709 709  
710 710  
711 -* {{code}}table[{'$foo'} = 'bar']{{/code}} a table that maps the string '$foo' to the string 'bar'
712 -* {{code}}table[$foo = 'bar']{{/code}} exactly the same, just a shorter notation for string keys
713 -* {{code}}table[foo = 'bar']{{/code}} error, 'foo' does not start with a '$'
714 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} a table that maps 1 to an empty list and 2 to an empty table\\
812 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
813 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
814 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
815 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
715 715  
716 716  
717 717  
... ... @@ -729,19 +729,19 @@
729 729  
730 730  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:
731 731  
732 -* 1 42
733 -* 2 null
734 -* 3 'text'
735 -* 'count' 3
833 +* 1 ⟹ 42
834 +* 2 ⟹ null
835 +* 3 ⟹ 'text'
836 +* 'count' ⟹ 3
736 736  
737 737  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.
738 738  
739 739  You can look up a property by appending a dot and the key in curly braces:
740 740  
741 -* {{code}}[100, 200, 300, 400].{1}{{/code}} 100 (reading the first element)
742 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 'world' (second element of the inner list, which is the third element of the outer list)
743 -* {{code}}[].{'count'}{{/code}} 0
744 -* {{code}}table[{21} = 42].{21}{{/code}} 42\\
842 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
843 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
844 +* {{code}}[].{'count'}{{/code}} ⟹ 0
845 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
745 745  
746 746  
747 747  
... ... @@ -749,7 +749,7 @@
749 749  
750 750  * {{code}}[42].{'count'}{{/code}}
751 751  * {{code}}$ship.{'name'}{{/code}}
752 -* {{code}}$ship.{'class'}{{/code}}
853 +* {{code}}$ship.{'class'} {{/code}}
753 753  * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
754 754  
755 755  
... ... @@ -771,19 +771,19 @@
771 771  
772 772  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
773 773  
774 -* {{code}}[1, 6, 8].min{{/code}} 1
875 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
775 775  
776 776  **average'** returns the average (but all element types have to be compatible)
777 777  
778 -* {{code}}[1, 6, 8].average{{/code}} 5
879 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
779 779  
780 780  **indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list
781 781  
782 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} 3
883 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
783 783  
784 784  **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
785 785  
786 -* {{code}}[1, 6, 8].clone{{/code}} {{code}}[1, 6, 8]{{/code}}
887 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
787 787  
788 788  A table has different properties:
789 789  
... ... @@ -803,7 +803,7 @@
803 803  
804 804  
805 805  
806 -{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}}
907 +{{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'.{[...]}."/}}
807 807  
808 808  
809 809  
... ... @@ -814,22 +814,22 @@
814 814  
815 815  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:
816 816  
817 -* {{code}}$list.{5}{{/code}} The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
818 -* {{code}}$list.{5}?{{/code}} true if $list exists and has the property 5, false otherwise
819 -* {{code}}$table.$key?{{/code}} Analogously, true if $table exists and has the string property '$key'\\
918 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
919 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
920 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
820 820  
821 821  
822 822  
823 823  The question mark can even be applied to variables:
824 824  
825 -* {{code}}$list{{/code}} The value stored under the name $list, or an error if there is no such variable
826 -* {{code}}$list?{{/code}} true if the variable exists, false otherwise
926 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
927 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
827 827  
828 828  To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
829 829  
830 -* {{code}}@$list.{5}{{/code}} The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
831 -* {{code}}@$list{{/code}} The list if this variable exists, null otherwise
832 -* {{code}}@$list.{5}.{1}{{/code}} The first element of the fifth element of $list, if it exists, null otherwise
931 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
932 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
933 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
833 833  
834 834  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.
835 835  
... ... @@ -893,15 +893,15 @@
893 893  \\faction.argongovernment|Factions
894 894  )))
895 895  
896 -{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
997 +{{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:
897 897  
898 898  <code>typeof $value == datatype.faction</code>
899 899  
900 900  However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property &quot;'''isstring'''&quot; instead. For example, to check if the variable $value is a string, use the following term:
901 901  
902 -<code>(typeof $value).isstring</code>"{{/info}}
1003 +<code>(typeof $value).isstring</code>"/}}
903 903  
904 -{{info}}There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."{{/info}}
1005 +{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}
905 905  
906 906  \\
907 907  
... ... @@ -952,13 +952,13 @@
952 952  **[New as of X Rebirth 4.0]**
953 953  \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
954 954  
955 -* {{code}}$money.formatted.{'formatstring'}{{/code}}
1056 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
956 956  * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
957 957  
958 958  
959 959  
960 960  * {{code}}$time.formatted.{'formatstring'}{{/code}}
961 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
1062 +* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
962 962  
963 963  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
964 964  
... ... @@ -988,20 +988,20 @@
988 988  
989 989  
990 990  
991 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}{{code}}'1,234'{{/code}}
992 -* {{code}}(1234Cr).formatted.default{{/code}}{{code}}'1,234'{{/code}} (same as {'%s'})
993 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}{{code}}'1,234.00 Cr'{{/code}}
994 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}{{code}}'1 k'{{/code}} (rounding towards zero)
995 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}{{code}}'0 M'{{/code}}
1092 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
1093 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
1094 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
1095 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
1096 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
996 996  
997 997  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
998 998  
999 999  Examples:
1000 1000  
1001 -* {{code}}(151s).formatted.{'%T'}{{/code}} {{code}}'00:02:31'{{/code}}
1002 -* {{code}}(151s).formatted.default{{/code}} {{code}}'00:02:31'{{/code}} (same as {'%T'})
1003 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} {{code}}'00:02:31.000'{{/code}}
1004 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} {{code}}'0:02'{{/code}}
1102 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1103 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1104 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1105 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
1005 1005  
1006 1006  (% id="complete-property-documentation" %)
1007 1007  
... ... @@ -1013,10 +1013,10 @@
1013 1013  
1014 1014  
1015 1015  
1016 -{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1117 +{{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:
1017 1017  
1018 1018  * Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1019 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}}
1120 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}}
1020 1020  
1021 1021  
1022 1022  
... ... @@ -1032,7 +1032,7 @@
1032 1032  
1033 1033  
1034 1034  
1035 -{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.{{/info}}
1136 +{{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."/}}
1036 1036  
1037 1037  
1038 1038  
... ... @@ -1071,9 +1071,9 @@
1071 1071  
1072 1072  
1073 1073  
1074 -{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}}
1175 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}
1075 1075  
1076 -{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}}
1177 +{{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."/}}
1077 1077  
1078 1078  
1079 1079  
... ... @@ -1085,13 +1085,13 @@
1085 1085  
1086 1086  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.
1087 1087  
1088 -{{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}}
1189 +{{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}}
1089 1089  
1090 1090  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.
1091 1091  
1092 1092  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.
1093 1093  
1094 -{{info}}The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1195 +{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1095 1095  
1096 1096  
1097 1097  
... ... @@ -1117,7 +1117,7 @@
1117 1117  
1118 1118  {{code}}&lt;check_value┬ávalue=&quot;FooCue.state&quot;┬áexact=&quot;cuestate.complete&quot;/&gt;&lt;check_value┬ávalue=&quot;$foo.count&quot;┬ámin=&quot;5&quot;/&gt;&lt;check_value┬ávalue=&quot;$foo&quot;┬ámax=&quot;player.age + 1min&quot;/&gt;&lt;check_value┬ávalue=&quot;player.money&quot;┬ámin=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value┬ávalue=&quot;$method&quot;┬álist=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value┬ávalue=&quot;$attention&quot;┬ámin=&quot;attention.visible&quot;/&gt;{{/code}}
1119 1119  
1120 -{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1221 +{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1121 1121  
1122 1122  
1123 1123  
... ... @@ -1145,7 +1145,7 @@
1145 1145  
1146 1146  {{code}}&lt;set_value┬áname=&quot;$foo&quot;┬ámin=&quot;-20&quot;┬ámax=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1147 1147  
1148 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1249 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1149 1149  \\(% id="variables-and-namespaces" %)
1150 1150  
1151 1151  = Variables and namespaces =
... ... @@ -1159,7 +1159,7 @@
1159 1159  
1160 1160  {{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1161 1161  
1162 -{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1263 +{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1163 1163  
1164 1164  <set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1165 1165  
... ... @@ -1211,7 +1211,7 @@
1211 1211  
1212 1212  Consider this case:
1213 1213  
1214 -{{code}}&lt;cue name=&quot;Root&quot;&gt; &lt;actions&gt; &lt;set_value name=&quot;$foo&quot; /&gt; &lt;/actions&gt; &lt;cues&gt; &lt;cue name=&quot;SubCue&quot;&gt; [...] &lt;/cue&gt; &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1315 +{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$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}}
1215 1215  
1216 1216  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.
1217 1217  
... ... @@ -1230,6 +1230,6 @@
1230 1230  (% style="color: rgb(0,0,255);text-decoration: none;" %)
1231 1231  
1232 1232  
1233 -{{warning}}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:
1334 +{{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:
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1235 -<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.$foo (error) --&gt;&lt;/cue&gt;</code>{{/warning}}
1336 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$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>"/}}