Changes for page Mission Director Guide

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edited by Daniel Turner
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Title
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1 -X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
1 +Mission Director Guide
Parent
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1 +X Rebirth Wiki.Modding support.WebHome
Content
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1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.
2 2  
3 -An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +An introduction to the original MD can be found in the [[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}}
8 +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.
9 +{{/info}}
8 8  
9 -(% id="md-scripts" %)
10 10  
11 -
12 12  {{toc/}}
13 13  
14 14  = MD scripts =
... ... @@ -15,14 +15,14 @@
15 15  
16 16  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.
17 17  
18 -MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.
18 +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.
19 19  
20 -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.
20 +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.
21 21  
22 22  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.
23 23  
24 24  {{info}}
25 -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 [[xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|Conditions.WebHome]]).
25 +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 [[Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]).
26 26  
27 27  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  {{/info}}
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33 33  
34 34  To collect all messages in a file, start the game with the following parameters on the command line:
35 35  
36 -{{code}}
36 +{{code language="xml"}}
37 37  -logfile debuglog.txt
38 38  {{/code}}
39 39  
40 40  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:
41 41  
42 -{{code}}
42 +{{code language="xml"}}
43 43  -debug scripts
44 44  {{/code}}
45 45  
46 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
46 +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.
47 47  
48 -The script action <debug_text> can be used to print debug messages from within a script.\\
48 +The script action <debug_text> can be used to print debug messages from within a script.
49 49  
50 50  = MD script structure =
51 51  
... ... @@ -82,14 +82,11 @@
82 82  
83 83  * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
84 84  * **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met.
85 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\
85 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.
86 86  
87 -
88 88  * **Complete**: The cue has finished performing its actions.
89 89  * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue.
90 90  
91 -\\
92 -
93 93  {{info}}
94 94  There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.
95 95  {{/info}}
... ... @@ -156,9 +156,8 @@
156 156  
157 157  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
158 158  
159 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
156 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
160 160  
161 -
162 162  * 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.
163 163  
164 164  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).
... ... @@ -185,10 +185,11 @@
185 185  
186 186  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
187 187  
184 +{{info}}
185 +**Reminder**
186 +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.
187 +{{/info}}
188 188  
189 -
190 -{{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}}
191 -
192 192  == Actions ==
193 193  
194 194  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>:
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219 219  <actions>
220 220  {{/code}}
221 221  
222 -
223 -
224 224  {{info}}
225 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output
220 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]]
226 226  {{/info}}
227 227  
223 +Script debug output
228 228  
229 -
230 230  Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
231 231  
232 232  Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
... ... @@ -244,7 +244,6 @@
244 244  {{/info}}
245 245  
246 246  
247 -
248 248  Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
249 249  
250 250  {{code language="xml"}}
... ... @@ -294,13 +294,10 @@
294 294  </library>
295 295  {{/code}}
296 296  
297 -
298 298  {{warning}}
299 -These examples are definitely <u>not</u> examples of good scripting style.
292 +These examples are definitely **__not__ **examples of good scripting style.
300 300  {{/warning}}
301 301  
302 -
303 -
304 304  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.
305 305  
306 306  Notes:
... ... @@ -352,7 +352,7 @@
352 352  
353 353  = Instantiation =
354 354  
355 -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.**
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.**
356 356  \\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.
357 357  \\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.
358 358  
... ... @@ -360,18 +360,16 @@
360 360  
361 361  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.
362 362  
363 -{{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 "/}}
354 +{{info}}
355 +<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.
356 +{{/info}}
364 364  
365 365  == Access to instances ==
366 366  
367 -
368 -
369 369  {{info}}
370 370  This sub-section requires basic knowledge of script expressions.
371 371  {{/info}}
372 372  
373 -
374 -
375 375  In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
376 376  
377 377  When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
... ... @@ -380,7 +380,7 @@
380 380  
381 381  Example chart:
382 382  
383 -[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\
372 +[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]
384 384  
385 385  This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
386 386  
... ... @@ -405,11 +405,11 @@
405 405  
406 406  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
407 407  
408 -* **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:\\
397 +* **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:
409 409  
410 -(% style="color: rgb(0,0,255);text-decoration: none;" %){{code}}<debug_text text="static.$foo"/>{{/code}}
411 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
412 -\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
399 +{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}}
400 +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:
401 +{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
413 413  
414 414  * **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.
415 415  * **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.
... ... @@ -418,28 +418,25 @@
418 418  
419 419  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:**
420 420  
421 -* {{code}}0{{/code}} (integer number)
422 -* {{code}}0772{{/code}} (leading 0 means octal integer number)
423 -* {{code}}3.14159{{/code}} (floating point number)
424 -* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
425 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
410 +* {{code language="xml"}}0{{/code}} (integer number)
411 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number)
412 +* {{code language="xml"}}3.14159{{/code}} (floating point number)
413 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
414 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
426 426  
427 -
428 428  {{info}}
429 429  Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."
430 430  {{/info}}
431 431  
432 -
433 -
434 434  You can write string literals by putting the string in single quotes:
435 435  
436 -* {{code}}'Hello world'{{/code}}
437 -* {{code}}''{{/code}} (empty string)
438 -* {{code}}'String with a line break\n'{{/code}}
422 +* {{code language="xml"}}'Hello world'{{/code}}
423 +* {{code language="xml"}}''{{/code}} (empty string)
424 +* {{code language="xml"}}'String with a line break\n'{{/code}}
439 439  
440 -
441 441  {{info}}
442 -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.
427 +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 '''
428 +''' for the backslash itself.
443 443  {{/info}}
444 444  
445 445  == Numeric data types and suffixes ==
... ... @@ -446,12 +446,12 @@
446 446  
447 447  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:
448 448  
449 -* {{code}}5000000000L{{/code}} (large integer)
450 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
451 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
452 -* {{code}}500m{{/code}} (Length in metres)
453 -* {{code}}10s{{/code}} (Time in seconds)
454 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
435 +* {{code language="xml"}}5000000000L{{/code}} (large integer)
436 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
437 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
438 +* {{code language="xml"}}500m{{/code}} (Length in metres)
439 +* {{code language="xml"}}10s{{/code}} (Time in seconds)
440 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
455 455  
456 456  A space between number and suffix is allowed.
457 457  
... ... @@ -503,87 +503,85 @@
503 503  (% style="margin-left: 0.0px;" %)
504 504  (((
505 505  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
506 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
507 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
508 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
509 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
510 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
511 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>xwiki:MediaWiki.NULL.WebHome]] of values
512 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>xwiki:MediaWiki.NULL.WebHome]] of values
513 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
514 -\\(Note: Braces are also used for [[property lookups>>xwiki:MediaWiki.NULL.WebHome]])
515 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
516 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
517 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
492 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above
493 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions
494 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
495 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
496 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
497 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values
498 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values
499 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
500 +\\(Note: Braces are also used for [[property lookups>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]])
501 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
502 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
503 +|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
518 518  |typeof|unary|
519 -{{code}}typeof null{{/code}}
520 -\\{{code}}typeof 0{{/code}}
521 -\\{{code}}typeof 'Hello world'{{/code}}|
522 -{{code}}datatype.null{{/code}}
523 -\\{{code}}datatype.integer{{/code}}
524 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>xwiki:MediaWiki.NULL.WebHome]]
505 +{{code language="xml"}}typeof null{{/code}}
506 +\\{{code language="xml"}}typeof 0{{/code}}
507 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}|
508 +{{code language="xml"}}datatype.null{{/code}}
509 +\\{{code language="xml"}}datatype.integer{{/code}}
510 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>||anchor="typeof" style="outline-width: 0px !important; user-select: auto !important;"]]
525 525  |sin|unary|
526 -{{code}}sin(30deg){{/code}}
527 -\\{{code}}sin(pi){{/code}}|
528 -{{code}}0.5{{/code}}
529 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
512 +{{code language="xml"}}sin(30deg){{/code}}
513 +\\{{code language="xml"}}sin(pi){{/code}}|
514 +{{code language="xml"}}0.5{{/code}}
515 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)
530 530  |cos|unary|
531 -{{code}}cos(60deg){{/code}}
532 -\\{{code}}cos(pi){{/code}}|
533 -{{code}}0.5{{/code}}
534 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
535 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
536 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
537 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
538 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
539 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
540 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
541 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
517 +{{code language="xml"}}cos(60deg){{/code}}
518 +\\{{code language="xml"}}cos(pi){{/code}}|
519 +{{code language="xml"}}0.5{{/code}}
520 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
521 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
522 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
523 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
524 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
525 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
526 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
527 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
542 542  |+|binary|
543 -{{code}}1 + 1{{/code}}
544 -\\{{code}}'Hello' + ' world'{{/code}}|
545 -{{code}}2{{/code}}
546 -\\{{code}}'Hello world'{{/code}}|
529 +{{code language="xml"}}1 + 1{{/code}}
530 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}|
531 +{{code language="xml"}}2{{/code}}
532 +\\{{code language="xml"}}'Hello world'{{/code}}|
547 547  Addition
548 548  \\String concatenation
549 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
535 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
550 550  |
551 551  lt
552 552  \\< (<)|binary|
553 -{{code}}1 lt 3{{/code}}
554 -\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than
539 +{{code language="xml"}}1 lt 3{{/code}}
540 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
555 555  |
556 556  le
557 557  \\<=|binary|
558 -{{code}}1 le 3{{/code}}
559 -\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
544 +{{code language="xml"}}1 le 3{{/code}}
545 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
560 560  |
561 561  gt
562 562  \\> (>)|binary|
563 -{{code}}1 gt 3{{/code}}
564 -\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
549 +{{code language="xml"}}1 gt 3{{/code}}
550 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
565 565  |
566 566  ge
567 567  \\>=|binary|
568 -{{code}}1 ge 3{{/code}}
569 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
554 +{{code language="xml"}}1 ge 3{{/code}}
555 +\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
570 570  |(((
571 -= =
572 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
573 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
574 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
575 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
557 +
558 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
559 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
560 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
561 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics)
576 576  |
577 577  if ... then ...
578 578  \\if ... then ... else ...|ternary|
579 -{{code}}if 1 == 2 then 'F'{{/code}}
580 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
581 -{{code}}null{{/code}}
582 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
565 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}}
566 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
567 +{{code language="xml"}}null{{/code}}
568 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
583 583  )))
584 584  
585 -
586 -
587 587  === Operator precedence rules ===
588 588  
589 589  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.
... ... @@ -598,9 +598,6 @@
598 598  * or
599 599  * if/then/else (lowest precedence)
600 600  
601 -(% id="type-conversion" %)
602 -
603 -
604 604  === Type conversion ===
605 605  
606 606  When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
... ... @@ -615,23 +615,21 @@
615 615  
616 616  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:
617 617  
618 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
619 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
599 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}}
600 +* {{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}}
620 620  
621 -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.)
602 +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.)
622 622  
623 623  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.
624 624  
625 625  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:
626 626  
627 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
628 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
608 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
609 +* {{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}}
629 629  
630 630  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
631 631  
632 -(% id="boolean-operators" %)
633 633  
634 -
635 635  === Boolean operators ===
636 636  
637 637  Some additional notes on Boolean operators (such as and, or, not, ==):
... ... @@ -640,24 +640,18 @@
640 640  * 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**.
641 641  * != 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.
642 642  * "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
643 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
622 +** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all)
644 644  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
645 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>xwiki:MediaWiki.NULL.WebHome]] with additional XML attributes can be more readable.
624 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
646 646  
626 +== (% id="categorybroken_macroanchorstrings-and-formatting" %)Strings and formatting(%%) ==
647 647  
648 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
649 -
650 -(% id="categorybroken_macroanchorstrings-and-formatting" %)
651 -
652 -
653 -{{{==}}}
654 -
655 655  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
656 656  
657 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
658 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
630 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
631 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
659 659  
660 -See also the section about [[value properties>>xwiki:MediaWiki.NULL.WebHome]].
633 +See also the section about [[value properties>>MediaWiki.NULL]].
661 661  
662 662  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'.
663 663  \\To get a percent character in the result string, use '%%' in the format string.
... ... @@ -665,9 +665,9 @@
665 665  \\**[New as of X Rebirth 4.0]**
666 666  \\ 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):
667 667  
668 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
669 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
670 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
641 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
642 +* {{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)
643 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
671 671  
672 672  Additional remarks:
673 673  
... ... @@ -675,28 +675,20 @@
675 675  * If "," is used without "." then any fractional digits are discarded.
676 676  * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero).
677 677  
651 +{{info}}
652 +There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.
653 +{{/info}}
678 678  
679 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "/}}
680 -
681 -
682 -
683 -\\
684 -
685 -(% id="categorybroken_macroanchorlists" %)
686 -
687 -
688 688  == Lists ==
689 689  
690 -Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>xwiki:MediaWiki.NULL.WebHome]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>xwiki:MediaWiki.NULL.WebHome]].
657 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
691 691  
692 -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>>xwiki:MediaWiki.NULL.WebHome]]. Lists can be empty, these are written as "[ ]".
659 +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 "[ ]".
693 693  
694 694  {{info}}
695 695  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."
696 696  {{/info}}
697 697  
698 -
699 -
700 700  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.
701 701  
702 702  {{info}}
... ... @@ -707,43 +707,29 @@
707 707  If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>
708 708  {{/info}}
709 709  
710 -
711 -
712 -\\
713 -
714 714  (% id="categorybroken_macroanchortables" %)
715 -
716 -
717 717  == Tables ==
718 718  
719 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>xwiki:MediaWiki.NULL.WebHome]]. See the section about [[value properties>>xwiki:MediaWiki.NULL.WebHome]] for how to access the contents of a table. [[Creating and removing entries>>xwiki:MediaWiki.NULL.WebHome]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
678 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
720 720  
721 721  Almost all values are allowed as table keys, but there are a few exceptions:
722 722  
723 723  * Strings must start with '$', like variables
724 724  * null cannot be used as table key (but the number 0 is valid)
725 -* Lists, tables, groups and buildplans cannot be used as table keys\\
684 +* Lists, tables, groups and buildplans cannot be used as table keys
726 726  
727 -
728 728  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
729 729  
730 -* {{code}}table[]{{/code}} ⟹ creates an empty table
731 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
688 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
689 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
732 732  
691 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
692 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
693 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
694 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
733 733  
734 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
735 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
736 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
737 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
696 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
738 738  
739 -
740 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
741 -
742 -\\
743 -
744 -(% id="categorybroken_macroanchorvalue-properties" %)
745 -
746 -
747 747  == Value properties ==
748 748  
749 749  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.
... ... @@ -761,28 +761,25 @@
761 761  
762 762  You can look up a property by appending a dot and the key in curly braces:
763 763  
764 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
765 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
766 -* {{code}}[].{'count'}{{/code}} ⟹ 0
767 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
715 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
716 +* {{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)
717 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
718 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42
768 768  
769 -
770 770  In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
771 771  
772 -* {{code}}[42].{'count'}{{/code}}
773 -* {{code}}$ship.{'name'}{{/code}}
774 -* {{code}}$ship.{'class'}{{/code}}
775 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
722 +* {{code language="xml"}}[42].{'count'}{{/code}}
723 +* {{code language="xml"}}$ship.{'name'}{{/code}}
724 +* {{code language="xml"}}$ship.{'class'}{{/code}}
725 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}
776 776  
777 -
778 778  But it is easier just to write the property key without braces, which is equivalent:
779 779  
780 -* {{code}}[0].count{{/code}}
781 -* {{code}}$ship.name{{/code}}
782 -* {{code}}$ship.class{{/code}}
783 -* {{code}}table[$foo='bar'].$foo{{/code}}\\
729 +* {{code language="xml"}}[0].count{{/code}}
730 +* {{code language="xml"}}$ship.name{{/code}}
731 +* {{code language="xml"}}$ship.class{{/code}}
732 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}
784 784  
785 -
786 786  (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
787 787  
788 788  A list has even more properties:
... ... @@ -791,19 +791,19 @@
791 791  
792 792  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
793 793  
794 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
742 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1
795 795  
796 796  **average'** returns the average (but all element types have to be compatible)
797 797  
798 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
746 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5
799 799  
800 800  **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
801 801  
802 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
750 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
803 803  
804 804  **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)
805 805  
806 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
754 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}}
807 807  
808 808  A table has different properties:
809 809  
... ... @@ -810,53 +810,40 @@
810 810  * '**clone'** creates a shallow copy of the table
811 811  * '**keys'** allows you to access data about the table's keys
812 812  
813 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
761 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
814 814  
815 815  
816 816  
817 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
765 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
818 818  
767 +* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
768 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
819 819  
820 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
821 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
822 -
823 -
824 824  {{info}}
825 -The string formatting syntax that you have seen [[xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|above.WebHome]] 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'.{[...]}.
771 +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'.{[...]}.
826 826  {{/info}}
827 827  
774 +=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) ===
828 828  
829 -
830 -(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
831 -
832 -
833 -{{{===}}}
834 -
835 835  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:
836 836  
837 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
838 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
839 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
778 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
779 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
780 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
840 840  
841 -
842 842  The question mark can even be applied to variables:
843 843  
844 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
845 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
784 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
785 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
846 846  
847 847  To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
848 848  
849 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
850 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
851 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
789 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
790 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
791 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
852 852  
853 853  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.
854 854  
855 -\\
856 -
857 -(% id="static-lookups" %)
858 -
859 -
860 860  === Static lookups ===
861 861  
862 862  There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes.
... ... @@ -865,10 +865,6 @@
865 865  
866 866  (% style="margin-left: 0.0px;" %)
867 867  (((
868 -\\
869 -
870 -
871 -
872 872  |Data type (= value name)|Examples|Description
873 873  |class|
874 874  class.ship
... ... @@ -889,11 +889,11 @@
889 889  |profile|
890 890  profile.flat
891 891  \\profile.increasing
892 -\\profile.bell|Probability distribution profile (see [[random ranges>>xwiki:MediaWiki.NULL.WebHome]])
823 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
893 893  |cuestate|
894 894  cuestate.waiting
895 895  \\cuestate.active
896 -\\cuestate.complete|[[Cue states>>xwiki:MediaWiki.NULL.WebHome]]
827 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]]
897 897  |level|
898 898  level.easy
899 899  \\level.medium
... ... @@ -913,6 +913,8 @@
913 913  \\faction.argongovernment|Factions
914 914  )))
915 915  
847 +{{id name="typeof"/}}
848 +
916 916  {{info}}
917 917  With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
918 918  
... ... @@ -927,13 +927,6 @@
927 927  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."
928 928  {{/info}}
929 929  
930 -\\
931 -
932 -
933 -
934 -(% id="player-properties" %)
935 -
936 -
937 937  === Player properties ===
938 938  
939 939  You can access many player-related game properties via the keyword "player":
... ... @@ -941,18 +941,15 @@
941 941  * player.**name**: The player's name
942 942  * player.**age**: The passed in-game time since game start
943 943  * player.**money**: The money in the player's account
944 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
870 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
945 945  
946 -
947 947  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
948 -* player.**entity**: The actual player object\\
873 +* player.**entity**: The actual player object
949 949  
950 -
951 951  * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
952 952  * player.**copilot**: The co-pilot NPC
953 953  
954 954  The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't.
955 -\\
956 956  
957 957  === Safe properties ===
958 958  
... ... @@ -967,27 +967,21 @@
967 967  
968 968  These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
969 969  
970 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
893 +=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===
971 971  
972 -
973 -{{{===}}}
974 -
975 975  **[New as of X Rebirth 4.0]**
976 -\\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>>xwiki:MediaWiki.NULL.WebHome]] for numbers.
896 +\\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.
977 977  
978 -* {{code}}$money.formatted.{'formatstring'}{{/code}}
979 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
898 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
899 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
980 980  
901 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
902 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
981 981  
982 -* {{code}}$time.formatted.{'formatstring'}{{/code}}
983 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T')
984 -
985 985  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
986 986  
987 -When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\
906 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:
988 988  
989 -
990 -
991 991  |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.)
992 992  |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'.
993 993  |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated)
... ... @@ -1002,48 +1002,38 @@
1002 1002  * %G: Credits (truncated) in Giga format
1003 1003  * %T: Credits (truncated) in Tera format
1004 1004  * %Cr: Localised "Cr" string
1005 -* %%: A % sign\\
922 +* %%: A % sign
1006 1006  
924 +Examples:
1007 1007  
1008 -Examples:\\
926 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
927 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
928 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
929 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
930 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}}
1009 1009  
932 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
1010 1010  
1011 -
1012 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
1013 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
1014 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
1015 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
1016 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
1017 -
1018 -For documentation of time format strings, see the Lua function ConvertTimeString() in the [[xwiki:MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview.WebHome]].
1019 -
1020 1020  Examples:
1021 1021  
1022 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1023 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1024 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1025 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
936 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}}
937 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
938 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}}
939 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}}
1026 1026  
1027 -(% id="complete-property-documentation" %)
1028 -
1029 -
1030 1030  === Complete property documentation ===
1031 1031  
1032 1032  To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.
1033 1033  
1034 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
945 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1035 1035  
1036 -
1037 -
1038 1038  {{info}}
1039 1039  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:
1040 1040  
1041 1041  * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
1042 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files
951 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files--
1043 1043  {{/info}}
1044 1044  
1045 -
1046 -
1047 1047  This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field:
1048 1048  
1049 1049  * Enter the beginning of a base keyword
... ... @@ -1052,30 +1052,14 @@
1052 1052  * After the dot, you can enter a property name
1053 1053  * You can also enter a dot (".") as first character to search globally for a property
1054 1054  
1055 -\\
1056 -
1057 -
1058 -
1059 1059  {{info}}
1060 1060  The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.
1061 1061  {{/info}}
1062 1062  
1063 -
1064 -
1065 -\\
1066 -
1067 -(% id="md-refreshing-and-patching" %)
1068 -
1069 -
1070 1070  = MD refreshing and patching =
1071 1071  
1072 1072  When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1073 1073  
1074 -\\
1075 -
1076 -(% id="details-and-restrictions" %)
1077 -
1078 -
1079 1079  == Details and restrictions ==
1080 1080  
1081 1081  Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
... ... @@ -1095,10 +1095,6 @@
1095 1095  * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1096 1096  * Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1097 1097  
1098 -\\
1099 -
1100 -
1101 -
1102 1102  {{warning}}
1103 1103  Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.
1104 1104  {{/warning}}
... ... @@ -1107,19 +1107,18 @@
1107 1107  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.
1108 1108  {{/warning}}
1109 1109  
1110 -
1111 -
1112 -\\
1113 -
1114 -(% id="patching" %)
1115 -
1116 -
1117 1117  == Patching ==
1118 1118  
1119 1119  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.
1120 1120  
1121 -{{code}}
1122 -<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>
1001 +{{code language="xml"}}
1002 + <cue [...] version="42">
1003 + <conditions> [...] </conditions>
1004 + <actions> [...] </actions>
1005 + <patch sinceversion="42">
1006 + [patch actions]
1007 + </patch>
1008 + </cue>
1123 1123  {{/code}}
1124 1124  
1125 1125  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.
... ... @@ -1130,34 +1130,27 @@
1130 1130  The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."
1131 1131  {{/info}}
1132 1132  
1133 -
1134 -
1135 -\\
1136 -
1137 -(% id="common-attribute-groups" %)
1138 -
1139 -
1140 1140  = Common attribute groups =
1141 1141  
1142 1142  There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1143 1143  
1144 -\\
1145 -
1146 -(% id="categorybroken_macroanchorvalue-comparisons" %)
1147 -
1148 -
1149 1149  == Value comparisons ==
1150 1150  
1151 1151  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1152 1152  
1153 -{{code}}
1154 -<check_value value="$ware == ware.silicon and $amount != 0"/>
1027 +{{code language="xml"}}
1028 + <check_value value="$ware == ware.silicon and $amount != 0"/>
1155 1155  {{/code}}
1156 1156  
1157 1157  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1158 1158  
1159 -{{code}}
1160 -<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>
1033 +{{code language="xml"}}
1034 + <check_value value="FooCue.state" exact="cuestate.complete"/>
1035 + <check_value value="$foo.count" min="5"/>
1036 + <check_value value="$foo" max="player.age + 1min"/>
1037 + <check_value value="player.money" min="300Cr" max="600Cr"/>
1038 + <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/>
1039 + <check_value value="$attention" min="attention.visible"/>
1161 1161  {{/code}}
1162 1162  
1163 1163  {{info}}
... ... @@ -1164,31 +1164,25 @@
1164 1164  Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."
1165 1165  {{/info}}
1166 1166  
1167 -
1168 -
1169 -\\
1170 -
1171 -(% id="categorybroken_macroanchorrandom-ranges" %)
1172 -
1173 -
1174 1174  == Random ranges ==
1175 1175  
1176 1176  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1177 1177  
1178 -{{code}}
1179 -<set_value name="$race" exact="race.teladi"/>
1050 +{{code language="xml"}}
1051 + <set_value name="$race" exact="race.teladi"/>
1180 1180  {{/code}}
1181 1181  
1182 1182  To select a random element from a list, this syntax can be used:
1183 1183  
1184 -{{code}}
1185 -<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>
1056 +{{code language="xml"}}
1057 + <set_value name="$prime" list="[2, 3, 5, 7, 11]"/>
1186 1186  {{/code}}
1187 1187  
1188 1188  To get a random number within a given range, you can use min/max:
1189 1189  
1190 -{{code}}
1191 -<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>
1062 +{{code language="xml"}}
1063 + <set_value name="$foo" min="-20" max="20"/>
1064 + <set_value name="$timeout" max="20s"/>
1192 1192  {{/code}}
1193 1193  
1194 1194  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
... ... @@ -1195,27 +1195,21 @@
1195 1195  
1196 1196  You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1197 1197  
1198 -{{code}}
1199 -<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1071 +{{code language="xml"}}
1072 + <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1200 1200  {{/code}}
1201 1201  
1202 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1203 -\\
1204 1204  
1205 1205  = Variables and namespaces =
1206 1206  
1207 1207  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).
1208 1208  
1209 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1210 -
1211 -\\\\
1212 -
1213 1213  == Creating and removing variables ==
1214 1214  
1215 -{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}}
1082 +You can create variables with certain actions and conditions, such as the <set_value> action:
1216 1216  
1217 -{{code}}
1218 -<set_value name="$foo" exact="$bar + 1" />
1084 +{{code language="xml"}}
1085 + <set_value name="$foo" exact="$bar + 1" />
1219 1219  {{/code}}
1220 1220  
1221 1221  <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>.)
... ... @@ -1222,18 +1222,21 @@
1222 1222  
1223 1223  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.
1224 1224  
1225 -{{code}}
1226 -<set_value name="$foo" operation="add" />
1092 +{{code language="xml"}}
1093 + <set_value name="$foo" operation="add" />
1227 1227  {{/code}}
1228 1228  
1229 1229  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1230 1230  
1231 -{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\
1098 +{{code language="xml"}}
1099 + <set_value name="$list.{1}" exact="42" />
1100 + <set_value name="$table.$foo" exact="42" />
1101 +{{/code}}
1232 1232  
1233 1233  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):
1234 1234  
1235 -{{code}}
1236 -<set_value name="$list.{1}" exact="42" operation="insert" />
1105 +{{code language="xml"}}
1106 + <set_value name="$list.{1}" exact="42" operation="insert" />
1237 1237  {{/code}}
1238 1238  
1239 1239  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.
... ... @@ -1240,8 +1240,9 @@
1240 1240  
1241 1241  Appending is easier than that. The following actions are equivalent:
1242 1242  
1243 -{{code}}
1244 -<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />
1113 +{{code language="xml"}}
1114 + <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" />
1115 + <append_to_list name="$list" exact="42" />
1245 1245  {{/code}}
1246 1246  
1247 1247  Inserting at a position below 1 or above $list.count + 1 is not possible.
... ... @@ -1248,32 +1248,33 @@
1248 1248  
1249 1249  To remove variables or list/table entries, use <remove_value>:
1250 1250  
1251 -{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1122 +{{code language="xml"}}
1123 + <remove_value name="$foo" />
1124 + <remove_value name="$list.{1}" />
1125 + <remove_value name="$table.$foo" />
1126 +{{/code}}
1252 1252  
1253 1253  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1254 1254  
1255 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1256 1256  
1257 -\\\\
1258 -
1259 1259  == Accessing remote variables ==
1260 1260  
1261 1261  You can also read and write variables in other cues by using the variable name as property key:
1262 1262  
1263 -{{code}}
1264 -<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1135 +{{code language="xml"}}
1136 + <set_value name="OtherCue.$foo" min="0.0" max="1.0" />
1137 + <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1265 1265  {{/code}}
1266 1266  
1267 1267  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1268 1268  
1269 -{{code}}
1270 -<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />
1142 +{{code language="xml"}}
1143 + <set_value name="static.$counter" operation="add" />
1144 + <set_value name="parent.$foo" exact="42" />
1145 + <set_value name="this.$bar" exact="parent" />
1146 + <set_value name="$baz" exact="this.$bar.$foo" />
1271 1271  {{/code}}
1272 1272  
1273 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1274 -
1275 -\\\\
1276 -
1277 1277  == Namespaces ==
1278 1278  
1279 1279  In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
... ... @@ -1280,8 +1280,16 @@
1280 1280  
1281 1281  Consider this case:
1282 1282  
1283 -{{code}}
1284 -<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>
1155 +{{code language="xml"}}
1156 +<cue name="Root">
1157 + <actions>
1158 + <set_value name="$foo" />
1159 + </actions>
1160 + <cues>
1161 + <cue name="SubCue"> [...]
1162 + </cue>
1163 + </cues>
1164 +</cue>
1285 1285  {{/code}}
1286 1286  
1287 1287  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.
... ... @@ -1288,9 +1288,6 @@
1288 1288  
1289 1289  You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1290 1290  
1291 -(% id="defining-a-cues-namespace" %)
1292 -
1293 -
1294 1294  === Defining a cue's namespace ===
1295 1295  
1296 1296  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:
... ... @@ -1299,12 +1299,13 @@
1299 1299  * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1300 1300  * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1301 1301  
1302 -(% style="color: rgb(0,0,255);text-decoration: none;" %)
1303 -
1304 -
1305 -
1306 1306  {{warning}}
1307 1307  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:
1308 1308  
1309 -<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>
1182 +{{code language="xml"}}
1183 +<cue name="LibRef" ref="Lib">
1184 + <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace -->
1185 + <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) -->
1186 +</cue>
1187 +{{/code}}
1310 1310  {{/warning}}
Mission Director Guide - Instantiation.png
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