Changes for page Mission Director Guide

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

From version 32942.1
edited by Daniel Turner
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To version 32955.1
edited by Daniel Turner
on 2023/08/22 19:04
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1 -X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
1 +Mission Director Guide
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1 +X Rebirth Wiki.Modding support.WebHome
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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 [[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 -{{{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.}}}
7 +{{info}}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.{{/info}}
8 8  
9 9  (% id="md-scripts" %)
10 10  
... ... @@ -14,9 +14,9 @@
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.
16 16  
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.
17 +MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.
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.
19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[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  
... ... @@ -32,11 +32,11 @@
32 32  
33 33  To collect all messages in a file, start the game with the following parameters on the command line:
34 34  
35 -{{code}}-logfile debuglog.txt{{/code}}
35 +{{code language="xml"}}-logfile debuglog.txt{{/code}}
36 36  
37 37  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:
38 38  
39 -{{code}}-debug scripts{{/code}}
39 +{{code language="xml"}}-debug scripts{{/code}}
40 40  
41 41  Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
42 42  
... ... @@ -53,7 +53,7 @@
53 53  <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
54 54  {{/code}}
55 55  
56 -"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
56 +"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script's contents easily.
57 57  
58 58  The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
59 59  
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154 154  
155 155  
156 156  
157 -* 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.
157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event.
158 158  
159 159  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).
160 160  
... ... @@ -182,7 +182,9 @@
182 182  
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}}
185 +{{info}}
186 +**Reminder**
187 +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  
187 187  == Actions ==
188 188  
... ... @@ -198,7 +198,7 @@
198 198  <event_cue_completed cue="parent"/>
199 199  {{/code}}
200 200  
201 -<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
203 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue's condition check. The state transition from active to complete will still take the <delay> node into account.
202 202  
203 203  Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
204 204  
... ... @@ -216,7 +216,7 @@
216 216  
217 217  
218 218  
219 -{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[NULL|Script debug output]].{{/info}}
221 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}}
220 220  
221 221  
222 222  
... ... @@ -245,7 +245,7 @@
245 245  </library>
246 246  {{/code}}
247 247  
248 -Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
250 +Although it is called library, it's basically just a cue that doesn't do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
249 249  
250 250  To use a library, use the attribute ref:
251 251  
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290 290  
291 291  
292 292  
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.
295 +So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
294 294  
295 295  Notes:
296 296  
... ... @@ -315,7 +315,7 @@
315 315  </library>
316 316  {{/code}}
317 317  
318 -If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
320 +If a default value is supplied, the parameter is regarded as optional, otherwise it's required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
319 319  
320 320  {{code language="xml"}}
321 321  <cue name="Foo" ref="Lib">
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324 324  </cue>
325 325  {{/code}}
326 326  
327 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
329 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.
328 328  
329 329  {{code language="xml"}}
330 330  <library name="Lib">
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341 341  
342 342  = Instantiation =
343 343  
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 -\\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 +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 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.**
347 +\\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.
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.
347 347  
348 348  == Cleaning up instances explicitly ==
349 349  
350 -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.
352 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
351 351  
352 -{{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards."/}}
354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}}
353 353  
354 354  == Access to instances ==
355 355  
356 356  
357 357  
358 -{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}}
360 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
359 359  
360 360  
361 361  
... ... @@ -394,49 +394,53 @@
394 394  
395 395  * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\
396 396  
397 -{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
398 -\\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:
399 -\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
399 +{{code language="xml"}}
400 + <debug_text text="static.$foo"/>
401 +{{/code}}
402 +It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
403 +{{code language="xml"}}
404 +<set_value name="$foo" exact="static.$foo"/>
405 +{{/code}}
400 400  
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 -* **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 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there.
408 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances.
403 403  
404 404  = Expressions =
405 405  
406 406  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:**
407 407  
408 -* {{code}}0{{/code}} (integer number)
409 -* {{code}}0772{{/code}} (leading 0 means octal integer number)
410 -* {{code}}3.14159{{/code}} (floating point number)
411 -* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
412 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
414 +* {{code language="xml"}}0{{/code}} (integer number)
415 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number)
416 +* {{code language="xml"}}3.14159{{/code}} (floating point number)
417 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
418 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
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}}
422 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}}
417 417  
418 418  
419 419  
420 420  You can write string literals by putting the string in single quotes:
421 421  
422 -* {{code}}'Hello world'{{/code}}
423 -* {{code}}''{{/code}} (empty string)
424 -* {{code}}'String with a line break\n'{{/code}}
428 +* {{code language="xml"}}'Hello world'{{/code}}
429 +* {{code language="xml"}}''{{/code}} (empty string)
430 +* {{code language="xml"}}'String with a line break\n'{{/code}}
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 '''< > " &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}}
434 +{{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 '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}}
429 429  
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 "money" or "time" which can only be expressed by using an appropriate unit suffix:
433 433  
434 -* {{code}}5000000000L{{/code}} (large integer)
435 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
436 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
437 -* {{code}}500m{{/code}} (Length in metres)
438 -* {{code}}10s{{/code}} (Time in seconds)
439 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
440 +* {{code language="xml"}}5000000000L{{/code}} (large integer)
441 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
442 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
443 +* {{code language="xml"}}500m{{/code}} (Length in metres)
444 +* {{code language="xml"}}10s{{/code}} (Time in seconds)
445 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
440 440  
441 441  A space between number and suffix is allowed.
442 442  
... ... @@ -486,83 +486,83 @@
486 486  (% style="margin-left: 0.0px;" %)
487 487  (((
488 488  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
489 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
490 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
491 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
492 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
493 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
494 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
495 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
496 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
495 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above
496 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions
497 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
498 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
499 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
500 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
501 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
502 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
497 497  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
498 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
499 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
500 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
504 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
505 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
506 +|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
501 501  |typeof|unary|
502 -{{code}}typeof null{{/code}}
503 -\\{{code}}typeof 0{{/code}}
504 -\\{{code}}typeof 'Hello world'{{/code}}|
505 -{{code}}datatype.null{{/code}}
506 -\\{{code}}datatype.integer{{/code}}
507 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
508 +{{code language="xml"}}typeof null{{/code}}
509 +\\{{code language="xml"}}typeof 0{{/code}}
510 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}|
511 +{{code language="xml"}}datatype.null{{/code}}
512 +\\{{code language="xml"}}datatype.integer{{/code}}
513 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
508 508  |sin|unary|
509 -{{code}}sin(30deg){{/code}}
510 -\\{{code}}sin(pi){{/code}}|
511 -{{code}}0.5{{/code}}
512 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
515 +{{code language="xml"}}sin(30deg){{/code}}
516 +\\{{code language="xml"}}sin(pi){{/code}}|
517 +{{code language="xml"}}0.5{{/code}}
518 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)
513 513  |cos|unary|
514 -{{code}}cos(60deg){{/code}}
515 -\\{{code}}cos(pi){{/code}}|
516 -{{code}}0.5{{/code}}
517 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
518 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
519 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
520 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
521 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
522 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
523 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
524 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
520 +{{code language="xml"}}cos(60deg){{/code}}
521 +\\{{code language="xml"}}cos(pi){{/code}}|
522 +{{code language="xml"}}0.5{{/code}}
523 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
524 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
525 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
526 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
527 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
528 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
529 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
530 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
525 525  |+|binary|
526 -{{code}}1 + 1{{/code}}
527 -\\{{code}}'Hello' + ' world'{{/code}}|
528 -{{code}}2{{/code}}
529 -\\{{code}}'Hello world'{{/code}}|
532 +{{code language="xml"}}1 + 1{{/code}}
533 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}|
534 +{{code language="xml"}}2{{/code}}
535 +\\{{code language="xml"}}'Hello world'{{/code}}|
530 530  Addition
531 531  \\String concatenation
532 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
538 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
533 533  |
534 534  lt
535 535  \\< (<)|binary|
536 -{{code}}1 lt 3{{/code}}
537 -\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
542 +{{code language="xml"}}1 lt 3{{/code}}
543 +\\{{code language="xml"}}1 &lt; 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
538 538  |
539 539  le
540 540  \\<=|binary|
541 -{{code}}1 le 3{{/code}}
542 -\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
547 +{{code language="xml"}}1 le 3{{/code}}
548 +\\{{code language="xml"}}1 &lt;= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
543 543  |
544 544  gt
545 545  \\> (>)|binary|
546 -{{code}}1 gt 3{{/code}}
547 -\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
552 +{{code language="xml"}}1 gt 3{{/code}}
553 +\\{{code language="xml"}}1 &gt; 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
548 548  |
549 549  ge
550 550  \\>=|binary|
551 -{{code}}1 ge 3{{/code}}
552 -\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
557 +{{code language="xml"}}1 ge 3{{/code}}
558 +\\{{code language="xml"}}1 &gt;= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
553 553  |(((
554 554  = =
555 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
556 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
557 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
558 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
561 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
562 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
563 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
564 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics)
559 559  |
560 560  if ... then ...
561 561  \\if ... then ... else ...|ternary|
562 -{{code}}if 1 == 2 then 'F'{{/code}}
563 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
564 -{{code}}null{{/code}}
565 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
568 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}}
569 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
570 +{{code language="xml"}}null{{/code}}
571 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
566 566  
567 567  )))(% id="operator-precedence-rules" %)
568 568  (%%)
... ... @@ -569,7 +569,7 @@
569 569  
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.
578 +You can group sub-expressions using parentheses, but if you don't, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
573 573  
574 574  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
575 575  * Power operator: ^
... ... @@ -597,17 +597,17 @@
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}}
606 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}}
607 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}}
602 602  
603 -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.)
609 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
604 604  
605 605  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.
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}}
615 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
616 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'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  
... ... @@ -621,9 +621,9 @@
621 621  * Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**.
622 622  * != 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  * "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
624 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
630 +** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all)
625 625  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
626 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
632 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
627 627  
628 628  
629 629  
... ... @@ -634,20 +634,20 @@
634 634  
635 635  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
636 636  
637 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
638 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
643 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
644 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
639 639  
640 640  See also the section about [[value properties>>MediaWiki.NULL]].
641 641  
642 -Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
648 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
643 643  \\To get a percent character in the result string, use '%%' in the format string.
644 644  \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
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)
654 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
655 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
656 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
651 651  
652 652  Additional remarks:
653 653  
... ... @@ -657,7 +657,7 @@
657 657  
658 658  
659 659  
660 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}}
666 +{{info}}There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.{{/info}}
661 661  
662 662  
663 663  
... ... @@ -671,7 +671,7 @@
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 "[ ]".
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}}
680 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}}
675 675  
676 676  
677 677  
... ... @@ -681,7 +681,7 @@
681 681  
682 682  Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
683 683  
684 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}}
690 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
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\\
712 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
713 +* {{code language="xml"}}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\\
717 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
718 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
719 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
720 +* {{code language="xml"}}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  
... ... @@ -723,9 +723,9 @@
723 723  
724 724  == Value properties ==
725 725  
726 -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.
732 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used.
727 727  
728 -Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
734 +Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
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  
... ... @@ -738,28 +738,28 @@
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\\
747 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
748 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
749 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
750 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
745 745  
746 746  
747 747  
748 748  In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
749 749  
750 -* {{code}}[42].{'count'}{{/code}}
751 -* {{code}}$ship.{'name'}{{/code}}
752 -* {{code}}$ship.{'class'}{{/code}}
753 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
756 +* {{code language="xml"}}[42].{'count'}{{/code}}
757 +* {{code language="xml"}}$ship.{'name'}{{/code}}
758 +* {{code language="xml"}}$ship.{'class'}{{/code}}
759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\
754 754  
755 755  
756 756  
757 757  But it is easier just to write the property key without braces, which is equivalent:
758 758  
759 -* {{code}}[0].count{{/code}}
760 -* {{code}}$ship.name{{/code}}
761 -* {{code}}$ship.class{{/code}}
762 -* {{code}}table[$foo='bar'].$foo{{/code}}\\
765 +* {{code language="xml"}}[0].count{{/code}}
766 +* {{code language="xml"}}$ship.name{{/code}}
767 +* {{code language="xml"}}$ship.class{{/code}}
768 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\
763 763  
764 764  
765 765  
... ... @@ -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
780 +* {{code language="xml"}}[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
784 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5
779 779  
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
786 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list
781 781  
782 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
788 +* {{code language="xml"}}[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}}
792 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}}
787 787  
788 788  A table has different properties:
789 789  
... ... @@ -794,12 +794,12 @@
794 794  
795 795  
796 796  
797 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
803 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
798 798  
799 799  
800 800  
801 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
802 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
807 +* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
808 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
803 803  
804 804  
805 805  
... ... @@ -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 "?" 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'\\
823 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
824 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
825 +* {{code language="xml"}}$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
831 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
832 +* {{code language="xml"}}$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 "@" 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 $list, if it exists, null otherwise
836 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
837 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
838 +* {{code language="xml"}}@$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  
... ... @@ -901,7 +901,7 @@
901 901  
902 902  <code>(typeof $value).isstring</code>"{{/info}}
903 903  
904 -{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there wonΓÇÖt be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}}
910 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}}
905 905  
906 906  \\
907 907  
... ... @@ -913,9 +913,9 @@
913 913  
914 914  You can access many player-related game properties via the keyword "player":
915 915  
916 -* player.**name**: The playerΓÇÖs name
922 +* player.**name**: The player's name
917 917  * player.**age**: The passed in-game time since game start
918 -* player.**money**: The money in the playerΓÇÖs account
924 +* player.**money**: The money in the player's account
919 919  * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
920 920  
921 921  
... ... @@ -952,13 +952,13 @@
952 952  **[New as of X Rebirth 4.0]**
953 953  \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
954 954  
955 -* {{code}}$money.formatted.{'formatstring'}{{/code}}
956 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
961 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
962 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\
957 957  
958 958  
959 959  
960 -* {{code}}$time.formatted.{'formatstring'}{{/code}}
961 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
966 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
967 +* {{code language="xml"}}$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}}
997 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
998 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
999 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
1000 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
1001 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'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}}
1007 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}}
1008 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
1009 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}}
1010 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}}
1005 1005  
1006 1006  (% id="complete-property-documentation" %)
1007 1007  
... ... @@ -1085,7 +1085,15 @@
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}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}
1094 +{{code language="xml"}}
1095 + <cue [...] version="42">
1096 + <conditions> [...] </conditions>
1097 + <actions> [...] </actions>
1098 + <patch sinceversion="42">
1099 + [patch actions]
1100 + </patch>
1101 + </cue>
1102 +{{/code}}
1089 1089  
1090 1090  The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1091 1091  
... ... @@ -1111,11 +1111,20 @@
1111 1111  
1112 1112  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1113 1113  
1114 -{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}
1128 +{{code language="xml"}}
1129 + <check_value value="$ware == ware.silicon and $amount != 0"/>
1130 +{{/code}}
1115 1115  
1116 1116  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1117 1117  
1118 -{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}}
1134 +{{code language="xml"}}
1135 + <check_value value="FooCue.state" exact="cuestate.complete"/>
1136 + <check_value value="$foo.count" min="5"/>
1137 + <check_value value="$foo" max="player.age + 1min"/>
1138 + <check_value value="player.money" min="300Cr" max="600Cr"/>
1139 + <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/>
1140 + <check_value value="$attention" min="attention.visible"/>
1141 +{{/code}}
1119 1119  
1120 1120  {{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1121 1121  
... ... @@ -1123,29 +1123,35 @@
1123 1123  
1124 1124  \\
1125 1125  
1126 -(% id="categorybroken_macroanchorrandom-ranges" %)
1127 -
1128 1128  == Random ranges ==
1129 1129  
1130 1130  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1131 1131  
1132 -{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}}
1153 +{{code language="xml"}}
1154 + <set_value name="$race" exact="race.teladi"/>
1155 +{{/code}}
1133 1133  
1134 1134  To select a random element from a list, this syntax can be used:
1135 1135  
1136 -{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}
1159 +{{code language="xml"}}
1160 + <set_value name="$prime" list="[2, 3, 5, 7, 11]"/>
1161 +{{/code}}
1137 1137  
1138 1138  To get a random number within a given range, you can use min/max:
1139 1139  
1140 -{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}
1165 +{{code language="xml"}}
1166 + <set_value name="$foo" min="-20" max="20"/>
1167 + <set_value name="$timeout" max="20s"/>
1168 +{{/code}}
1141 1141  
1142 1142  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1143 1143  
1144 1144  You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1145 1145  
1146 -{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}
1174 +{{code language="xml"}}
1175 + <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1176 +{{/code}}
1147 1147  
1148 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1149 1149  \\(% id="variables-and-namespaces" %)
1150 1150  
1151 1151  = Variables and namespaces =
... ... @@ -1152,57 +1152,79 @@
1152 1152  
1153 1153  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).
1154 1154  
1155 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1184 +
1156 1156  \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1157 1157  
1158 1158  == Creating and removing variables ==
1159 1159  
1160 -{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}}
1189 +You can create variables with certain actions and conditions, such as the <set_value> action:
1161 1161  
1162 -{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}}
1191 +{{code language="xml"}}
1192 + <set_value name="$foo" exact="$bar + 1" />
1193 +{{/code}}
1163 1163  
1164 1164  <set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1165 1165  
1166 -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.
1197 +The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1167 1167  
1168 -{{code}}<set_value name="$foo" operation="add" />{{/code}}
1199 +{{code language="xml"}}
1200 + <set_value name="$foo" operation="add" />
1201 +{{/code}}
1169 1169  
1170 1170  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1171 1171  
1172 -{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\
1205 +{{code language="xml"}}
1206 + <set_value name="$list.{1}" exact="42" />
1207 + <set_value name="$table.$foo" exact="42" />
1208 +{{/code}}
1173 1173  
1174 1174  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):
1175 1175  
1176 -{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}
1212 +{{code language="xml"}}
1213 + <set_value name="$list.{1}" exact="42" operation="insert" />
1214 +{{/code}}
1177 1177  
1178 1178  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.
1179 1179  
1180 1180  Appending is easier than that. The following actions are equivalent:
1181 1181  
1182 -{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}
1220 +{{code language="xml"}}
1221 + <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" />
1222 + <append_to_list name="$list" exact="42" />
1223 +{{/code}}
1183 1183  
1184 1184  Inserting at a position below 1 or above $list.count + 1 is not possible.
1185 1185  
1186 1186  To remove variables or list/table entries, use <remove_value>:
1187 1187  
1188 -{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1229 +{{code language="xml"}}
1230 + <remove_value name="$foo" />
1231 + <remove_value name="$list.{1}" />
1232 + <remove_value name="$table.$foo" />
1233 +{{/code}}
1189 1189  
1190 1190  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1191 1191  
1192 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1193 -\\\\\\(% id="accessing-remote-variables" %)
1237 +(% id="accessing-remote-variables" %)
1194 1194  
1195 1195  == Accessing remote variables ==
1196 1196  
1197 1197  You can also read and write variables in other cues by using the variable name as property key:
1198 1198  
1199 -{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}
1243 +{{code language="xml"}}
1244 + <set_value name="OtherCue.$foo" min="0.0" max="1.0" />
1245 + <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1246 +{{/code}}
1200 1200  
1201 1201  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1202 1202  
1203 -{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}}
1250 +{{code language="xml"}}
1251 + <set_value name="static.$counter" operation="add" />
1252 + <set_value name="parent.$foo" exact="42" />
1253 + <set_value name="this.$bar" exact="parent" />
1254 + <set_value name="$baz" exact="this.$bar.$foo" />
1255 +{{/code}}
1204 1204  
1205 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1206 1206  \\\\\\(% id="namespaces" %)
1207 1207  
1208 1208  == Namespaces ==
... ... @@ -1211,15 +1211,25 @@
1211 1211  
1212 1212  Consider this case:
1213 1213  
1214 -{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}
1265 +{{code language="xml"}}
1266 +<cue name="Root">
1267 + <actions>
1268 + <set_value name="$foo" />
1269 + </actions>
1270 + <cues>
1271 + <cue name="SubCue"> [...]
1272 + </cue>
1273 + </cues>
1274 +</cue>
1275 +{{/code}}
1215 1215  
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 $foo. Of course they could write "parent.$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.
1277 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue.
1217 1217  
1218 1218  You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1219 1219  
1220 1220  (% id="defining-a-cues-namespace" %)
1221 1221  
1222 -=== Defining a cueΓÇÖs namespace ===
1283 +=== Defining a cue's namespace ===
1223 1223  
1224 1224  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:
1225 1225  
... ... @@ -1227,9 +1227,13 @@
1227 1227  * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1228 1228  * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1229 1229  
1230 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1231 1231  
1292 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example:
1232 1232  
1233 -{{warning}}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:
1234 -
1235 -<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}
1294 +{{code language="xml"}}
1295 +<cue name="LibRef" ref="Lib">
1296 + <param name="Param1" value="$foo" /> <!-- $foo from parent namespace -->
1297 + <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) -->
1298 +</cue>
1299 +{{/code }}
1300 +{{/warning}}