Changes for page Mission Director Guide
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edited by Daniel Turner
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Tags
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... ... @@ -1,66 +1,84 @@ 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 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 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. 4 4 5 - Thisdocumentis primarilysupposed tobeaguide forMDusers(peoplewhouse theMDto developmissionsorwriteotherMDscripts),notfor MDprogrammers(peoplewhoworkontheMDengine in C++).4 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 6 6 7 - {{{ThegeneralMD scriptingsystem isthesameinXR and X4, sothisguide applies to bothgames.However,eachgamehasitsown setofsupportedscriptfeatures(i.e.actions,conditionsand properties),soin generalscriptsfromdifferentgamesarenotcompatible.}}}6 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 8 8 9 -(% id="md-scripts"%)8 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 10 10 11 11 11 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 12 + 13 + 14 +(% id="table-of-contents" %) 15 + 16 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 17 + 18 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 19 + 12 12 {{toc/}} 13 13 14 - =MDscripts=22 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 15 15 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 - MDfiles are XML files locatedin the game folder {{code}}md{{/code}}. All XML filesin that folder are loaded at game start. The file names are irrelevant, since the internally used scriptnamesare read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.25 +(% id="md-scripts" %) 19 19 20 - Toedit MD scripts, an XML editing tool is needed. Microsoft Visual Studio(if available) or [[(% style="color: rgb(0,0,153);text-decoration:underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%)(for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.27 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) = 21 21 22 - Thisfunctionalityisonlyavailableiftheschemafiles **md.xsd** and**common.xsd**areinhecorrect folder. Ifyouare editingtheXMLin thegamefolder directly,alliswellandthefilesareloadedfromhelibrariesfolder.However,if you are editinginaseparatefolder,copythoseXSDfilesfrom thelibrariesfolderdirectlyinto thefolder where yourXML filesare located.29 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 23 23 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]]). 31 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names. 26 26 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 -{{/info}} 33 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 29 29 30 -== Script debug output==35 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 31 31 32 - Thegamecanprint errormessages and,when enabled, alsogeneralmessages.Errormessages canginate fromthe scriptingsystem, butalsofrom othergameub-systems.Theycan be viewedin thein-game[[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].37 +{{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 33 33 34 -To col lect allmessagesinafile,start thegame with the followingparameters on thecommandline:39 +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."/}} 35 35 36 -{{code}} 37 --logfile debuglog.txt 38 -{{/code}} 39 39 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}} 43 --debug scripts 44 -{{/code}} 43 +(% id="categorybroken_macroanchorscript-debug-output" %) 45 45 46 - Otherdebugfiltersother than"scripts"can be enabled byrepeatinghebugcommandforeachfiltername,butthat is rarely needed for scripting.\\45 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 47 47 48 - Thescriptaction<debug_text>canbeusedtoprintdebug messages from within a script.\\47 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. 49 49 50 -= MDscript structure=49 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line: 51 51 52 - Inthissection we will lookat how to starthewhole process by creatinganew MD missionfileandthebasicsteps in producing missioncontentwith XMLcode. There will beadescription ofthe key elementsof themission file.51 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}} 53 53 54 - TheXMLroot node ofanMDfileiscalled"mdscript" andlooks likethis:53 +(% style="color: rgb(0,0,0);text-decoration: none;" %)All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 55 55 55 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 56 + 57 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 58 + 59 + 60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script. 61 + 62 + 63 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 64 + 65 + 66 +(% id="md-script-structure" %) 67 + 68 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 69 + 70 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. 71 + 72 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this: 73 + 56 56 {{code language="xml"}} 57 57 <?xml version="1.0" encoding="utf-8"?> 58 58 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 59 59 {{/code}} 60 60 61 -"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.79 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 62 62 63 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 81 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 64 64 65 65 {{code language="xml"}} 66 66 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -74,28 +74,36 @@ 74 74 </mdscript> 75 75 {{/code}} 76 76 77 -= =Cues==95 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 78 78 79 - Cuesare the main ingredient of an MD script. A cue consists ofasetof **conditions** and a setof **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue canhavechild cues, or**sub-cues**: A sub-cue existsonly when its parentcuehas become active, so the activation of the parentcueinitiatesthe condition checks of its child cues.97 +(% id="categorybroken_macroanchorcues" %) 80 80 81 - Acuecan havethefollowingstates:99 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 82 82 83 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 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.\\ 101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 86 86 103 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 87 87 88 -* ** Complete**: The cue hasfinishedperformingits actions.89 -* ** Cancelled**:Thecue has beencancelled.This statecannotnormallybe reached butonly ifa cue activelycancelsitselfor anothercue.Noconditionchecksoractionsareperformedin this cueorany sub-(sub-)cue.90 - 105 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing. 106 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 107 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state. 91 91 \\ 109 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions. 110 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 92 92 93 -{{info}} 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 -{{/info}} 112 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 96 96 97 -This is how a cue node looks like: 98 98 115 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 116 +</span>"/}} 117 + 118 + 119 + 120 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 121 + 122 + 123 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 124 + 99 99 {{code language="xml"}} 100 100 <cue name="CueName"> 101 101 <conditions> [...] ... ... @@ -108,18 +108,23 @@ 108 108 </cue> 109 109 {{/code}} 110 110 111 -The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 137 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 112 112 113 - ==Conditions==139 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 114 114 115 -The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 116 116 117 - **Non-eventconditions** are checkedeither once or repeatedly in a fixed interval. Theymaybe basedonsimple values or ranges, such as a particular in-game time having been reachedorthe player having acertain amount of money. They may also be basedon more complex playerinformation,suchas what ships they own, whether the player is in a particular area or near a particular object.142 +(% id="categorybroken_macroanchorconditions" %) 118 118 119 - **Eventconditions**are triggered when the corresponding eventhappens, such as the event that a particular object has been targeted, attacked or destroyed. Allevent nodes have the prefix"event_" so youcan easily determine a condition type. Afteran event condition you can specify one ormore non-event conditions, which willbe checked additionally whenever the event happens. If a condition uses an event,itmust beinthe first sub-nodeof the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-nodeshould be <check_any> in this case, soonly one of its sub-conditionshas to be met.144 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 120 120 121 - Example foran event condition:146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 122 122 148 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 149 + 150 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 151 + 152 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 153 + 123 123 {{code language="xml"}} 124 124 <conditions> 125 125 <event_object_destroyed object="$target"/> ... ... @@ -126,7 +126,7 @@ 126 126 </conditions> 127 127 {{/code}} 128 128 129 -Example for an event condition with an additional (non-event) check: 160 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 130 130 131 131 {{code language="xml"}} 132 132 <conditions> ... ... @@ -135,7 +135,7 @@ 135 135 </conditions> 136 136 {{/code}} 137 137 138 -Example for an event condition with two alternative events and a common additional check: 169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check: 139 139 140 140 {{code language="xml"}} 141 141 <conditions> ... ... @@ -150,23 +150,22 @@ 150 150 </conditions> 151 151 {{/code}} 152 152 153 -For more information about expressions and event parameters, see below. 184 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below. 154 154 155 -**<check_all>** and **<check_any>** can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 186 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 156 156 157 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 188 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). 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).\\ 190 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 191 +\\ 192 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 160 160 194 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 161 161 162 - *With //checkinterval//,you can specify a constant time interval betweenconditionchecks. The conditions will bechecked regularly forever until they aremet, unless the cue's state is changed explicitly by anexternal event.196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 163 163 164 - Additionally,you can usetheattribute **checktime** toset the timeofthefirstcondition check (alsopossible in combinationwith //onfail//). The//checktime//can be an expressionwith variables and is evaluatedwhenthe cue isabled(whentheconditioncheckswouldnormallystartΓÇô forroot cues thathappensatgame start, otherwise after the parent cue becomes active).198 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 165 165 166 -Examples: 167 - 168 -Check conditions every 5 seconds, but start checking only 1 hour after game start. 169 - 170 170 {{code language="xml"}} 171 171 <cue name="Foo" checktime="1h" checkinterval="5s"> 172 172 <conditions> ... ... @@ -174,7 +174,7 @@ 174 174 </cue> 175 175 {{/code}} 176 176 177 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 178 178 179 179 {{code language="xml"}} 180 180 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -183,31 +183,39 @@ 183 183 </cue> 184 184 {{/code}} 185 185 186 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 216 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 187 187 218 +\\ 188 188 189 189 190 -{{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}} 191 191 192 -= =Actions==222 +{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 193 193 194 -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>: 195 195 225 + 226 +\\ 227 + 228 +(% id="actions" %) 229 + 230 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 231 + 232 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 233 + 196 196 {{code language="xml"}} 197 197 <delay min="10s" max="30s"/> 198 198 {{/code}} 199 199 200 -Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 238 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 201 201 202 202 {{code language="xml"}} 203 203 <event_cue_completed cue="parent"/> 204 204 {{/code}} 205 205 206 -<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.244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account. 207 207 208 -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>. 246 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 209 209 210 -Example, which selects one of the three texts randomly: 248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly: 211 211 212 212 {{code language="xml"}} 213 213 <actions> ... ... @@ -221,32 +221,35 @@ 221 221 222 222 223 223 224 -{{info}} 225 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 226 -{{/info}} 262 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}} 227 227 228 228 229 229 230 -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. 266 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 231 231 232 -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. 268 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 233 233 234 -**<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery. 270 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery. 235 235 236 -Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 272 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 237 237 238 -= Libraries=274 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 239 239 240 -Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 241 241 242 -{{info}} 243 -The syntax of libraries is considerably different from the syntax in the MD of X3TC. 244 -{{/info}} 277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 245 245 279 +(% id="libraries" %) 246 246 281 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 247 247 248 - Librarycuesarewrittenlikenormalcues,theyarealsodefined in a <cues>node,justwiththedifferencethattheXMLtagis calledlibrary insteadofcue:283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 249 249 285 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}} 286 + 287 + 288 + 289 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 290 + 250 250 {{code language="xml"}} 251 251 <library name="LibFoo" checktime="1h" checkinterval="5s"> 252 252 <conditions> ... ... @@ -254,25 +254,25 @@ 254 254 </library> 255 255 {{/code}} 256 256 257 -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.298 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 258 258 259 -To use a library, use the attribute ref: 300 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 260 260 261 261 {{code language="xml"}} 262 262 <cue name="Foo" ref="LibFoo"/> 263 263 {{/code}} 264 264 265 -This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix: 306 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix: 266 266 267 267 {{code language="xml"}} 268 268 <cue name="Foo" ref="md.ScriptName.LibFoo"/> 269 269 {{/code}} 270 270 271 -When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.) 312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%)) 272 272 273 -Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 314 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 274 274 275 -In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 316 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 276 276 277 277 {{code language="xml"}} 278 278 <cue name="Foo" ref="LibFoo"/> ... ... @@ -295,26 +295,27 @@ 295 295 {{/code}} 296 296 297 297 298 -{{warning}} 299 -These examples are definitely <u>not</u> examples of good scripting style. 300 -{{/warning}} 301 301 340 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 302 302 303 303 304 -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 -Notes :344 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 307 307 308 -* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 309 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 310 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 346 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 311 311 312 -== Library Parameters == 348 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 349 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 350 +** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 313 313 314 - Alibrary can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optionalparameters for a library, and it will be validated at load time that the user of the library hasprovidedallrequired parameters.352 +(% id="library-parameters" %) 315 315 316 - Parametersarefinedlikethis:354 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 317 317 356 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. 357 + 358 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 359 + 318 318 {{code language="xml"}} 319 319 <library name="Lib" onfail="cancel"> 320 320 <params> ... ... @@ -326,7 +326,7 @@ 326 326 </library> 327 327 {{/code}} 328 328 329 -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:371 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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: 330 330 331 331 {{code language="xml"}} 332 332 <cue name="Foo" ref="Lib"> ... ... @@ -335,7 +335,7 @@ 335 335 </cue> 336 336 {{/code}} 337 337 338 -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 $baz would be created.380 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 339 339 340 340 {{code language="xml"}} 341 341 <library name="Lib"> ... ... @@ -348,231 +348,277 @@ 348 348 </library> 349 349 {{/code}} 350 350 351 -If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 393 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 352 352 353 - =Instantiation=395 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 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.** 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 -\\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. 358 358 359 - ==Cleaningup instancesexplicitly ==398 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 360 360 361 - 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 conditioncheckswill start againifthe parent cue's state allowsit. Evenasub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it isnotsupposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.400 +(% id="instantiation" %) 362 362 363 - {{info body="<cancel_cue>and<reset_cue>onlytakeeffectafterll remaining actionsof the current cue are performed. So you canvensafely cancelthe cue thatyou are currently in(keyword"/}}402 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) = 364 364 365 -== Access to instances ==404 +(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again. 366 366 406 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 367 367 408 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 368 368 369 -{{info}} 370 -This sub-section requires basic knowledge of script expressions. 371 -{{/info}} 410 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 372 372 373 373 413 +(% id="cleaning-up-instances-explicitly" %) 374 374 375 - Incaseof instances with sub-instances, you willoftenwant to access arelated instancefrom thecurrente.Like inthe non-instancecase, you cansimplywrite the cuenameinan expressionto referencethat cue. However, youshouldbeaware of thepitfalls that are accompanied bythis.415 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 376 376 377 - Whenyouuse a cue namefromthe same script inexpression,itwillalways be resolvedsomecue-usuallya staticcue, evenifit isstill in thedisabledstate,butit can alsobe an instance,if it is "related" to the current one.417 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 378 378 379 - Relatedmeansthat thisandthereferencedcuehave acommonancestorinstance,andthereferencedcue isadirect(non-instantiated) descendantfthatcommonancestor.419 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}} 380 380 381 -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]]\\ 384 384 385 - 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(highlightedwith redborder). The staticuesalwaysexist, although static childrenof instantiatingcuescan never become active. Instances only exist as long as they are needed.423 +(% id="access-to-instances" %) 386 386 387 - Examplesituations:425 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 388 388 389 -* In the static tree: Cue names in expressions are always resolved to the static cues. 390 -* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 391 -* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 392 -* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 393 -* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 394 -* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 395 395 396 -In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 397 397 398 - Togettherealstatic cuethat alwaysexists andservesastemplate forinstances,useheproperty **staticbase**. Thisworks for all cues,evenforthestaticcues themselves.429 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 399 399 400 -In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).** 401 401 402 -You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 403 403 404 -= =Pitfalls==433 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 405 405 406 - Someadditionalcommon pitfallswithrespectto instantiation arelistedhere.Theremay be more.435 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one. 407 407 408 - ***Conditionswithresults:** If theinstantiatingcuehas conditionswith results, thosesultsare storedinvariables- but in thevariables ofthestatic cue,notofthe instance! Sointhe<actions>youhaveto accessthe variables via the **static **keyword:\\437 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor. 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}} 439 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 413 413 414 -* **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 -* **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. 441 +(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 416 416 417 -= Expressions = 418 418 419 - Mostfthe attributevalues in actionsand conditions are interpretedasscript expressionsandparsed accordingly.Anexpression is aphrase thatcanbeevaluated toa singlevalue. The simplestexpressions are actualnumeric valuesandstrings,socalled**literals:**444 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 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) 446 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 426 426 448 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 449 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2). 450 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 451 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a) 452 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 453 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 427 427 428 -{{info}} 429 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 430 -{{/info}} 455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 431 431 457 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves. 432 432 459 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)** 433 433 434 -You can write stringliterals byputtingthe string in singlequotes:461 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.) 435 435 463 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 464 + 465 + 466 +(% id="pitfalls" %) 467 + 468 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 469 + 470 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 471 + 472 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword: 473 +\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 474 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 475 +\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 476 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that 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. 477 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances. 478 + 479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 480 + 481 +(% id="categorybroken_macroanchorexpressions" %) 482 + 483 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 484 + 485 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 486 + 487 + 488 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 489 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 490 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 491 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 492 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 493 + 494 + 495 + 496 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}} 497 + 498 + 499 + 500 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 501 + 436 436 * {{code}}'Hello world'{{/code}} 437 -* {{code}}''{{/code}} (empty string) 503 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 438 438 * {{code}}'String with a line break\n'{{/code}} 439 439 440 440 441 -{{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 '''< > " &''' 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. 443 -{{/info}} 444 444 445 -== Numeric data types and suffixes ==508 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">< > " &</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}} 446 446 447 -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) 455 455 456 - Aspace between numberdsuffix is allowed.512 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 457 457 458 -Here is the complete list of numeric data types and corresponding unit suffixes: 459 459 515 +(% id="numeric-data-types-and-suffixes" %) 516 + 517 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 518 + 519 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix: 520 + 521 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 522 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 523 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 524 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 525 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 526 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 527 + 528 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 529 + 530 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 531 + 532 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 533 + 534 + 460 460 (% style="margin-left: 0.0px;" %) 461 461 ((( 462 -|Data type|Suffix|Examples|Description 463 -|null|(none)|null|Converted to non-null data type of value 0 when needed. 464 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 465 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 466 -|float|f| 467 -3.14 468 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 469 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 470 -|money|ct (default) 471 -\\Cr|200Cr 472 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 473 -|length| 474 -m (default) 475 -\\km| 476 -500m 477 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 478 -|angle| 479 -rad (default) 480 -\\deg| 481 -90deg 482 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 483 -|hitpoints|hp|100hp|Hit points 484 -|time| 485 -ms 486 -\\s (default) 487 -\\min 488 -\\h| 489 -800ms 490 -\\1.5s 491 -\\10min 492 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 537 +\\ 538 + 539 + 540 + 541 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 542 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed. 543 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them. 544 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer. 545 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 546 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 547 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 548 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision). 549 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 550 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 551 +\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 552 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 553 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 554 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 556 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres. 557 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 558 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 559 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 560 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 561 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians. 562 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points 563 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 565 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 566 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 567 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 568 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 569 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 570 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 571 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 493 493 ))) 494 494 495 -{{info}} 496 -All unit data types are floating point types, except for money, which is an integer data type. 497 -{{/info}} 574 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}} 498 498 499 - == Operators ==576 +\\ 500 500 501 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported 502 502 579 + 580 +(% id="categorybroken_macroanchoroperators" %) 581 + 582 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 583 + 584 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported: 585 + 586 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 587 + 588 + 503 503 (% style="margin-left: 0.0px;" %) 504 504 ((( 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}}|╧Ç 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 518 -|typeof|unary| 591 +\\ 592 + 593 + 594 + 595 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 596 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above 597 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions 598 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions 599 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)╧Ç as an angle (same as 180deg) 600 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping 601 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values 602 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 603 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB 604 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 605 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect) 606 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number 607 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise 608 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 519 519 {{code}}typeof null{{/code}} 520 520 \\{{code}}typeof 0{{/code}} 521 521 \\{{code}}typeof 'Hello world'{{/code}}| 522 522 {{code}}datatype.null{{/code}} 523 523 \\{{code}}datatype.integer{{/code}} 524 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>> xwiki:MediaWiki.NULL.WebHome]]525 -|sin|unary| 614 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 615 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 526 526 {{code}}sin(30deg){{/code}} 527 527 \\{{code}}sin(pi){{/code}}| 528 528 {{code}}0.5{{/code}} 529 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 530 -|cos|unary| 619 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 620 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 531 531 {{code}}cos(60deg){{/code}} 532 532 \\{{code}}cos(pi){{/code}}| 533 533 {{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) 542 -|+|binary| 624 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 625 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required) 626 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required) 627 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required) 628 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power 629 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication 630 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division 631 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division) 632 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 543 543 {{code}}1 + 1{{/code}} 544 544 \\{{code}}'Hello' + ' world'{{/code}}| 545 545 {{code}}2{{/code}} 546 546 \\{{code}}'Hello world'{{/code}}| 547 -Addition 548 -\\String concatenation 549 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 637 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 638 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 639 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction 550 550 | 551 -lt 552 -\\ <(<)|binary|641 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 642 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 553 553 {{code}}1 lt 3{{/code}} 554 -\\{{code}}1 < 3{{/code}}|{{code}}true{{/code}}|Less than 644 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than 555 555 | 556 -le 557 -\\ <=|binary|646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 558 558 {{code}}1 le 3{{/code}} 559 -\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 649 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to 560 560 | 561 -gt 562 -\\ >(>)|binary|651 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 652 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 563 563 {{code}}1 gt 3{{/code}} 564 -\\{{code}}1 > 3{{/code}}|{{code}}false{{/code}}|Greater than 654 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than 565 565 | 566 -ge 567 -\\ >=|binary|656 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 657 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 568 568 {{code}}1 ge 3{{/code}} 569 -\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 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) 659 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 660 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to 661 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to 662 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics) 663 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics) 576 576 | 577 577 if ... then ... 578 578 \\if ... then ... else ...|ternary| ... ... @@ -580,289 +580,294 @@ 580 580 \\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 581 581 {{code}}null{{/code}} 582 582 \\{{code}}'T'{{/code}}|Conditional operator ("inline if") 583 -))) 584 584 585 585 673 +\\ 586 586 587 -=== Operator precedence rules === 588 588 589 - 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.676 +))) 590 590 591 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 592 -* Power operator: ^ 593 -* Multiplicative: *, /, % 594 -* Additive: +, - 595 -* Comparison: lt, le, gt, ge 596 -* Equality: ==, != 597 -* and 598 -* or 599 -* if/then/else (lowest precedence) 678 +(% id="operator-precedence-rules" %) 600 600 601 -(% id="type-conversion" %)680 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 602 602 682 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 603 603 604 -=== Type conversion === 605 605 606 -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: 685 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 686 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 687 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 688 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 689 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 690 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 691 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 692 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 693 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 607 607 608 -* Null and something else: The null value will be interpreted as "0" of the other type. 609 -* Two non-unit integers: The result will be an integer of the largest involved type. 610 -* Two non-unit numbers, not all integers: The result will be the largest involved float type. 611 -* Non-unit and unit: The result will be the unit type. 612 -* Two different units: The types are incompatible. This is an error, the result is undefined. 695 +(% id="type-conversion" %) 613 613 614 - Formultiplicationand division,this maynot be intuitive in all cases: Dividing alength by anotherlength results in a length-sof you wanttohavea simplefloat as a result, you will have toconvertit manually.697 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 615 615 616 - Thereisaway toconvertanumberintoadifferent typemanually:Youappendthecorresponding suffixto asub-expressionin parentheses,like this:699 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 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}} 701 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type. 702 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 703 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type. 704 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 705 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 620 620 621 - Whenconvertingto anon-defaultunittype, this meansyouinterpretthe numberasinhe givenunits:"{{code}}(1km+ 500m)h{{/code}}"meansthatyouinterpret1500m as 1500hours,so theresultingvaluewill be1500x3600seconds.(Asstatedabove,thedefault unitforalengthismetres.)707 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually. 622 622 623 - Thedivisionoperationwill be anintegerdivision(roundingtowardszero)if both operandsareintegers(seetheexamplein thetableabove). So if youwantto geta floatingpointresult,you havetomakesurethat at leastoneoftheoperandsis a floatingpointtype.709 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 624 624 625 -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: 711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 712 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}} 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}} 714 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 629 629 630 - Asyoucansee,operators of thesameprecedence(+in thiscase) are alwaysevaluatedfromleft to right.716 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 631 631 632 -(% id="boolean-operators"%)718 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 633 633 720 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣ {{code}}'One plus one is equal to 2.'{{/code}} 721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣ {{code}}'One plus one is not equal to 11.'{{/code}} 634 634 635 -= ==Boolean operators===723 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 636 636 637 - Someadditional notes on Boolean(such as and, or, not, ==):725 +(% id="boolean-operators" %) 638 638 639 -* Of course a Boolean operation always results in true or false (integer 1 or 0). 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 -* != 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 -* "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) 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. 727 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 646 646 729 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 647 647 648 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 649 649 650 -(% id="categorybroken_macroanchorstrings-and-formatting" %) 732 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 733 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). 734 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 735 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 736 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 737 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 738 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 651 651 740 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 652 652 653 -{{{==}}} 654 654 655 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 743 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 744 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 745 +\\(%%) == 656 656 747 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 748 + 657 657 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 658 658 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 659 659 660 -See also the section about [[value properties>> xwiki:MediaWiki.NULL.WebHome]].752 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 661 661 662 -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 -\\To get a percent character in the result string, use '%%' in the format string. 664 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 665 -\\**[New as of X Rebirth 4.0]** 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): 754 +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'. 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) 756 +To get a percent character in the result string, use '%%' in the format string. 671 671 758 + 759 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action. 760 + 761 +**[New as of X Rebirth 4.0]** 762 + 763 +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): 764 + 765 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 766 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 767 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 768 + 672 672 Additional remarks: 673 673 674 674 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 675 -* 772 +* ┬áIf "," 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). 677 677 678 678 679 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "/}} 680 680 777 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.</span>"/}} 681 681 682 682 683 -\\ 684 684 781 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 782 + 783 + 685 685 (% id="categorybroken_macroanchorlists" %) 686 686 786 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 687 687 688 -= =Lists==788 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 689 689 690 - Another examplefor-numeric valueisalist:Itisanorderedcollectionof otherarbitraryvalues(calledarrayor vectorin other languages).Itcan beconstructed withinan expressionusingthe[[~[~]syntax>>xwiki:MediaWiki.NULL.WebHome]]. Itmayalsobegeneratedbyspecialactions andconditions,andthereareactionsthatcan[[insertorremovevalues>>xwiki:MediaWiki.NULL.WebHome]].790 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥. 691 691 692 - A listcan containvaluesofarbitrarydatatypes,evenmixed in thesamelist-soalist canactuallycontain other lists.However,somefthehings thatyoucandowithlistsrequire that all contained elementsareof a certaintype. Thecontentsof a listcanbeaccessedvia properties,see the sectionabout[[valueproperties>>xwiki:MediaWiki.NULL.WebHome]]. Listscanbeempty, theseare writtenas"[ ]".792 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}} 693 693 694 -{{info}} 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 -{{/info}} 697 697 698 698 796 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 699 699 700 - Lists arestored invariables asreferences, soultiplevariablescanreferto thesame**sharedlist**: If youchange asharedlisthrough a variable,e.g.by changing thevalueof anelement, youchange itas well forallothervariables.However,theoperators==and!= can alsobeusedontwo distinctlists tocompare theirelements.798 +{{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 701 701 702 -{{info}} 703 -When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 800 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 704 704 705 - Badusageattemptingtoremovethe last elementof the list: <remove_from_listname="$List" exact="$List.{$List.count}"/>802 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 706 706 707 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 708 -{{/info}} 709 709 710 710 806 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 711 711 712 -\\ 713 713 714 714 (% id="categorybroken_macroanchortables" %) 715 715 811 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 716 716 717 -= =Tables==813 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 718 718 719 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>xwiki:MediaWiki.NULL.WebHome]]. See the section about [[value properties>>xwiki:MediaWiki.NULL.WebHome]] for how to access the contents of a table. [[Creating and removing entries>>xwiki:MediaWiki.NULL.WebHome]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\ 720 720 721 -Almost all values are allowed as table keys, but there are a few exceptions: 816 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 722 722 723 -* Strings must start with '$', like variables 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\\ 818 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 819 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 820 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 821 +\\ 726 726 823 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 727 727 728 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 825 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 826 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 729 729 730 -* {{code}}table[]{{/code}} ⟹ creates an empty table 731 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 732 732 733 733 734 -* {{code}}table[{'$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 '$' 737 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 738 738 831 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 832 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) exactly the same, just a shorter notation(%%) for string keys 833 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) error, 'foo' does not start with a '$' 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 739 739 740 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 741 741 742 - \\837 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 743 743 744 -(% id="categorybroken_macroanchorvalue-properties" %) 745 745 840 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 746 746 747 -== Value properties == 748 748 749 - Propertiesare a crucialconceptin scriptexpressions. In the previous sectionsyou haveseenostlyconstant expressions, whichare already evaluated when they are parsed at game start. Forreading and writingvariables and evaluating thegame's state,propertiesare used.843 +(% id="categorybroken_macroanchorvalue-properties" %) 750 750 751 - Numbersdon'thave any properties. Lists, forexample,have quitea few ofthem: Youcan accessthenumberof elements; and each elementis also aproperty of the list. A ship can havepropertieslike its name, the ship class, its position etc.845 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 752 752 753 - Youcanimagineproperties as key/valuepairs inanassociativemapping:Youpassthekey,andouget thevalue asresult. For example,thelist[42,null,'text']has thefollowingmapping:847 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 754 754 755 -* 1 ⟹ 42 756 -* 2 ⟹ null 757 -* 3 ⟹ 'text' 758 -* 'count' ⟹ 3 849 +(% style="color: rgb(0,0,0);text-decoration: none;" %)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. 759 759 760 - Asyoucansee,a property keycanbenumberor a string.Actuallythereisno restrictionregardingthedatatypeofthekey.851 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 761 761 762 -You can look up a property by appending a dot and the key in curly braces: 853 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 854 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 855 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 856 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 763 763 764 -* {{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\\ 858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 768 768 860 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces: 769 769 770 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 863 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣ 'world' (second element of the inner list, which is the third element of the outer list) 864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) 42 771 771 867 + 868 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above: 869 + 772 772 * {{code}}[42].{'count'}{{/code}} 773 773 * {{code}}$ship.{'name'}{{/code}} 774 -* {{code}}$ship.{'class'}{{/code}} 775 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 872 +* {{code}}$ship.{'class'}┬á{{/code}} 873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 874 +\\ 776 776 876 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 777 777 778 -But it is easier just to write the property key without braces, which is equivalent: 779 - 780 780 * {{code}}[0].count{{/code}} 781 781 * {{code}}$ship.name{{/code}} 782 782 * {{code}}$ship.class{{/code}} 783 -* {{code}}table[$foo='bar'].$foo{{/code}}\\ 881 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 882 +\\ 784 784 884 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.) 785 785 786 -( Inthiscase, $ship is a variable. Allvariables startwitha"$",sotheycannotbeconfusedwith keywords.)886 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 787 787 788 - Alisthas evenmoreproperties:888 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty) 789 789 790 - **random'** returnsa randomly chosen element (whichrequiresthatthelistisnon-empty)890 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric) 791 791 792 -* *min'**and'**max'** returntheminimumormaximum (all elementshavetobenumeric)892 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 793 793 794 - *{{code}}[1,6,8].min{{/code}}⟹1894 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible) 795 795 796 -* *average'**returnstheaverage (butallelementtypes havetobe compatible)896 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 797 797 798 - *{{code}}[1,6,8].average{{/code}}⟹5898 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 799 799 800 -* *indexof'**isfollowed by anotherproperty,andtheindexofthefirst occurence of that keyinthe list is returned,or 0 ifit's not in thelist900 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣ 3 801 801 802 - *{{code}}[1,6,8].indexof.{8}{{/code}}⟹3902 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 803 803 804 -* *clone'**createsashallowcopyofthelist(i.e. lists thatare containedaselements in thelist arenotcopied,onlythe reference tothem)904 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 805 805 806 - *{{code}}[1,6,8].clone{{/code}}⟹{{code}}[1,6,8]{{/code}}906 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 807 807 808 -A table has different properties: 908 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 809 809 810 -* '**clone'** creates a shallow copy of the table 811 -* '**keys'** allows you to access data about the table's keys 911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 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:\\ 814 814 914 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 915 +\\ 916 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 815 815 816 816 817 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 818 818 921 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}} 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) 822 822 823 823 824 - {{info}}825 - Thestringformattingsyntax that you haveseen [[xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|above.WebHome]]is alsobased ontheproperty system. Youbasicallypassa listas property key to astring. Braces aroundthe bracketsare not required,so 'foo'.[...] isjust a convenientalternative notation for'foo'.{[...]}.826 - {{/info}}925 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 926 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 927 +\\(%%) === 827 827 929 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false: 828 828 931 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 932 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 933 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 829 829 830 -(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 831 831 936 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 832 832 833 -{{{===}}} 938 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 939 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 834 834 835 - Ifyoulookup a property thatdoesnotexist,therewill be anerror,andthe resultwill be null. Totestwhetherapropertyexists, you canappend a questionmark "?"to thelookup, whichyieldstrueorfalse:941 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 836 836 837 -* {{code}}$list.{5}{{/code}} ⟹Thefifthelement ofalist- however,if $listhas lessthan 5 elements(andif it'salsonota table withthekey 5), therewill bean error838 -* {{code}}$list .{5}?{{/code}}⟹trueif $listexists and has theproperty 5,falseotherwise839 -* {{code}}$ table.$key?{{/code}}⟹Analogously,true if$table existsandhasthestring property '$key'\\943 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 944 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 945 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} Γƒ╣ The first element of the fifth element of $list, if it exists, null otherwise 840 840 947 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 841 841 842 -The question mark can even be applied to variables: 843 - 844 -* {{code}}$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 846 - 847 -To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 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 852 - 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 - 855 855 \\ 856 856 857 857 (% id="static-lookups" %) 858 858 953 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 859 859 860 -= ==Static lookups===955 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes. 861 861 862 - Thereare a few data types which arebasicallyenumerations:They only consist of a set of named values, e.g. the"class"data type, which is used forthecomponent classesthatexistin thegame. For all these static enumeration classesthere isalookup valueof thesame name, from which you canetthenamed valuesas properties by their name. Sofor the type"class", there is avalue"class" that can be used to access the classes.957 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 863 863 864 -Here are a few enumeration classes and corresponding example lookup values: 865 - 866 866 (% style="margin-left: 0.0px;" %) 867 867 ((( 868 868 \\ ... ... @@ -869,442 +869,382 @@ 869 869 870 870 871 871 872 -|Data type (= value name)|Examples|Description 873 -|class| 874 -class.ship 875 -\\class.ship_xl 876 -\\class.space 877 -\\class.weapon|Component classes 878 -|purpose| 879 -purpose.combat 880 -\\purpose.transportation|Purposes 881 -|killmethod| 882 -killmethod.hitbybullet 883 -\\killmethod.hitbymissile|Ways to die (already used before destruction) 884 -|datatype| 885 -datatype.float 886 -\\datatype.component 887 -\\datatype.class 888 -\\datatype.datatype|Script value datatypes 889 -|profile| 890 -profile.flat 891 -\\profile.increasing 892 -\\profile.bell|Probability distribution profile (see [[random ranges>> xwiki:MediaWiki.NULL.WebHome]])893 -|cuestate| 894 -cuestate.waiting 895 -\\cuestate.active 896 -\\cuestate.complete|[[Cue states>> xwiki:MediaWiki.NULL.WebHome]]897 -|level| 898 -level.easy 899 -\\level.medium 900 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 901 -|attention| 902 -attention.insector 903 -\\attention.visible 904 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 905 -|ware| 906 -ware.ore 907 -\\ware.silicon|Wares 908 -|race| 909 -race.argon 910 -\\race.boron|Races 911 -|faction| 912 -faction.player 913 -\\faction.argongovernment|Factions 965 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 966 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 967 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 968 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 969 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 970 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 971 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 972 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 973 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 974 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 975 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 976 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction) 977 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 978 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 980 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 981 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 982 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 983 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 984 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 985 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 990 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 991 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 992 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 993 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.) 994 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 995 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 996 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 997 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.) 998 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 999 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 1000 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 1001 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 1002 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 1003 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 1004 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 1005 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 1006 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 914 914 ))) 915 915 916 -{{info}} 917 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 1009 +{{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 918 918 919 919 <code>typeof $value == datatype.faction</code> 920 920 921 -However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''"instead. For example, to check if the variable $value is a string, use the following term:1013 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 922 922 923 -<code>(typeof $value).isstring</code>" 924 -{{/info}} 1015 +<code>(typeof $value).isstring</code>"/}} 925 925 926 -{{info}} 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 -{{/info}} 1017 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use.</span>"/}} 929 929 930 - \\1019 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 931 931 932 932 933 - 934 934 (% id="player-properties" %) 935 935 1024 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 936 936 937 -= ==Player properties===1026 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 938 938 939 -You can access many player-related game properties via the keyword "player": 1028 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name 1029 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start 1030 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account 1031 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 1032 +\\ 1033 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1034 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 1035 +\\ 1036 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity 1037 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC 940 940 941 -* player.**name**: The player's name 942 -* player.**age**: The passed in-game time since game start 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\\ 945 - 946 - 947 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 948 -* player.**entity**: The actual player object\\ 949 - 950 - 951 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 952 -* player.**copilot**: The co-pilot NPC 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 - ===Safe===1041 +(% id="safe-properties" %) 958 958 959 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:1043 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) === 960 960 961 -* exists 962 -* isoperational 963 -* iswreck 964 -* isconstruction 965 -* available 966 -* isclass.(...) 1045 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 967 967 968 -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. 1047 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1048 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1049 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1050 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1051 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1052 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 969 969 970 -(% id="categorybroken_macroanchormoney-and-time-formatting"%)===Money and timeformatting1054 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error. 971 971 1056 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1057 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1058 +\\(%%) === 972 972 973 - {{{===}}}1060 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 974 974 975 -**[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. 1062 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 977 977 978 -* {{code}}$money.formatted.{'formatstring'}{{/code}} 979 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 980 - 981 - 1064 +* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 1065 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1066 +\\ 982 982 * {{code}}$time.formatted.{'formatstring'}{{/code}} 983 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 1068 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 984 984 985 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1070 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 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: \\1072 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 988 988 989 989 990 - 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) 994 994 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 995 995 996 -By default, these options are disabled. 1080 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled. 997 997 998 -More available specifiers (in addition to %s): 1082 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s): 999 999 1000 -* %k: Credits (truncated) in kilo format 1001 -* %M: Credits (truncated) in Mega format 1002 -* %G: Credits (truncated) in Giga format 1003 -* %T: Credits (truncated) in Tera format 1004 -* %Cr: Localised "Cr" string 1005 -* %%: A % sign\\ 1084 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1085 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1086 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1087 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1088 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1089 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1090 +\\ 1006 1006 1092 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 1007 1007 1008 -Examples:\\ 1009 1009 1095 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 1096 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1097 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 1098 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1099 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 1010 1010 1101 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1011 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}}1105 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} 1106 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1107 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}} 1108 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'0:02'{{/code}} 1026 1026 1027 1027 (% id="complete-property-documentation" %) 1028 1028 1112 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) === 1029 1029 1030 - ===Complete property documentation ===1114 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 1031 1031 1032 - Toaccessthescriptpropertydocumentationthat is includedin thegame,youcanextractthe required files fromthe game's catalog filesusingthe [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file__scriptproperties.html__inthegame's root folder, andall filesinthe "libraries" sub-folder.For resolvingtext referencesnthe browserautomatically, alsoextract 0001-L044.xml inthe"t" sub-folder.1116 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1033 1033 1034 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 1035 1035 1119 +{{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1036 1036 1121 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1122 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 1037 1037 1038 -{{info}} 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 -* 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 1043 -{{/info}} 1044 1044 1126 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field: 1045 1045 1128 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1129 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable 1130 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥) 1131 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1132 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property 1046 1046 1047 - Thisprovidesyou with a complete listof all supported"basekeywords"and properties. Tofilter inthis list, you canenter an expressionin thetext field:1134 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1048 1048 1049 -* Enter the beginning of a base keyword 1050 -* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 1051 -* To see the properties of a base keyword or data type, enter a dot (".") 1052 -* After the dot, you can enter a property name 1053 -* You can also enter a dot (".") as first character to search globally for a property 1054 1054 1055 - \\1137 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}} 1056 1056 1057 1057 1058 1058 1059 -{{info}} 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 -{{/info}} 1062 - 1063 - 1064 - 1065 1065 \\ 1066 1066 1067 1067 (% id="md-refreshing-and-patching" %) 1068 1068 1145 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1069 1069 1070 -= MD refreshing and patchi ng=1147 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 1071 1071 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 - 1074 1074 \\ 1075 1075 1076 1076 (% id="details-and-restrictions" %) 1077 1077 1153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1078 1078 1079 -= =Details and restrictions==1155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1080 1080 1081 -Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1157 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1158 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1159 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1160 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1161 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1162 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1163 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1164 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1165 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1166 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1167 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1168 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1169 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1170 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1082 1082 1083 -* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1084 -* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1085 -* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1086 -* You CANNOT change a <cue> to a <library> or vice versa. 1087 -* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1088 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1089 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1090 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1091 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1092 -* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1093 -* Adding sub-cues to active or complete cues enables their condition checks immediately. 1094 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1095 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1096 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1172 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1097 1097 1098 -\\ 1099 1099 1175 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1100 1100 1177 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1101 1101 1102 -{{warning}} 1103 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1104 -{{/warning}} 1105 1105 1106 -{{warning}} 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 -{{/warning}} 1109 1109 1110 - 1111 - 1112 1112 \\ 1113 1113 1114 1114 (% id="patching" %) 1115 1115 1185 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1116 1116 1117 -= =Patching ==1187 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading. 1118 1118 1119 - Cuescan have**<patch>** elements with actions that will beperformed when an oldsavegameis loaded. To control which savegamesshould be affected, youcanadd a //**version**//attributetothe <cue> node anda //**sinceversion**//attribute inhepatch.Whenaueis loaded from asavegamethatasan older versionthan //sinceversion//,the<patch>actionswill beperformed immediately after loading.1189 +{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1120 1120 1121 -{{code}} 1122 -<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue> 1123 -{{/code}} 1191 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1124 1124 1125 - Thepatchactions are only performed ifthe cue is inacertain state,"complete"bydefault.Usethe //**state**// attributetochange this requirement.Formore information, seetheXMLschemadocumentation ofthe <patch>element.1193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances. 1126 1126 1127 - Asequence ofmultiple <patch>elementsis possible. Theywill beperformedinorder ofappearance, checking the//sinceversion//and //state//attributesineach case.Patchesare also appliedtoall usersofalibrary andto instances.1195 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1128 1128 1129 -{{info}} 1130 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1131 -{{/info}} 1132 1132 1133 1133 1134 - 1135 1135 \\ 1136 1136 1137 1137 (% id="common-attribute-groups" %) 1138 1138 1203 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1139 1139 1140 -= Common attributegroups=1205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1141 1141 1142 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1143 - 1144 1144 \\ 1145 1145 1146 1146 (% id="categorybroken_macroanchorvalue-comparisons" %) 1147 1147 1211 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1148 1148 1149 -= =Value comparisons==1213 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1150 1150 1151 - There are manyconditions and conditionalactions that requireavaluecomparison,forexamplethecondition<check_value>:1215 +{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1152 1152 1153 -{{code}} 1154 -<check_value value="$ware == ware.silicon and $amount != 0"/> 1155 -{{/code}} 1217 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1156 1156 1157 - Inthettributeyouspecify a booleanexpression,and if itistrue(thatis, notalo zero),thecondition ismet. This is a specialcase: This conditionand allothernodesthatsupportcomparisonallowsyoutospecify anpperlimit,alowerimit,anumber range,or alistfalloweds. Examples:1219 +{{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr" max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}} 1158 1158 1159 -{{code}} 1160 -<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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"/> 1161 -{{/code}} 1221 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}} 1162 1162 1163 -{{info}} 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 -{{/info}} 1166 1166 1167 1167 1168 - 1169 1169 \\ 1170 1170 1171 1171 (% id="categorybroken_macroanchorrandom-ranges" %) 1172 1172 1229 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1173 1173 1174 -= =Random ranges==1231 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1175 1175 1176 - If an action requires a value, e.g. when yousetavariable to a value, you canhave somendomisation. To specify an exactvalue, e.g. in <set_value>, you can writethis:1233 +{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1177 1177 1178 -{{code}} 1179 -<set_value name="$race" exact="race.teladi"/> 1180 -{{/code}} 1235 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1181 1181 1182 - Toselectrandom elementfromalist,thissyntaxcanbeused:1237 +{{code}}<set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}} 1183 1183 1184 -{{code}} 1185 -<set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1186 -{{/code}} 1239 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1187 1187 1188 - Togetrandomnumber withinivenrange, youcanusemin/max:1241 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}} 1189 1189 1190 -{{code}} 1191 -<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/> 1192 -{{/code}} 1243 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1193 1193 1194 - minandmaxhavetobecompatiblenumber types.Enumeration typesarenot allowed,not evenlevel and attention.Theminattribute is optional anddefaults to0(ofthenumber type usedin max).1245 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1195 1195 1196 - Youcan selectone of 5different probability distribution profiles forthe random range, "flat" beingthe default(all values inthe range are equallylikely). If you select anotherprofile, e.g. "increasing" to make higher numbers more likely, you also havetospecifyascalevalue (integer) that is greateror equal to2. Higher scale values resultin higher peaks inthe distribution profiles (probable values becomeeven more probable).1247 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1197 1197 1198 -{{code}} 1199 -<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1200 -{{/code}} 1249 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 1201 1201 1202 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1203 -\\ 1251 +(% id="variables-and-namespaces" %) 1204 1204 1205 -= Variables and namespaces = 1253 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1206 1206 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). 1255 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1208 1208 1209 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1257 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1210 1210 1211 -\\\\ 1212 1212 1213 - ==Creating==1260 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1214 1214 1215 - {{{Youcancreatevariables with certain actionsandconditions,such as the <set_value>action:}}}1262 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1216 1216 1217 -{{code}} 1218 -<set_value name="$foo" exact="$bar + 1" /> 1219 -{{/code}} 1264 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1220 1220 1221 - <set_value> also exists as a "condition", which can beseful if you wantto pass information about the conditions to theions, that wouldotherwisebe lost - like inacomplex <check_any> event condition, whereyouwant tocreatea variable only if you are in a certaincheck branch. (Other pseudo-conditions are<remove_value> and <debug_text>.)1266 +{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1222 1222 1223 - Thedefaultoperation of<set_value> is"**set**", but therearemore: "**add**","**subtract**",and"**insert**".//add//and //subtract//change thevalueofan existingvariable,whichiscreatedas0ifit didn'texist before.If neither //min//,//max//nor//exact//attributeisprovided,anexactvalueof 1 isassumed.1268 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1224 1224 1225 -{{code}} 1226 -<set_value name="$foo" operation="add" /> 1227 -{{/code}} 1270 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed. 1228 1228 1229 - Therick isthat <set_value>notnly workson variables, butalsoonlistelementsand tablekeys:1272 +{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1230 1230 1231 - {{code}}<set_value name="$list.{1}"exact="42"/><set_value name="$table.$foo"exact="42"/>{{/code}}\\1274 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1232 1232 1233 - Theoperation //insert// is special, and itonly works on lists.Itinsertsthehespecified position (notethatthe position beyondthelastelement is alsovalidhere):1276 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1234 1234 1235 -{{code}} 1236 -<set_value name="$list.{1}" exact="42" operation="insert" /> 1237 -{{/code}} 1278 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1238 1238 1239 - This shiftsthepositions ofall followingelementsp byone. If min/max/exactare missing, the defaultvaluesnull forinsertions, not1 like in othercases.1280 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1240 1240 1241 - Appendingiseasierthanthat.Thefollowingactionsare equivalent:1282 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1242 1242 1243 -{{code}} 1244 -<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" /> 1245 -{{/code}} 1284 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1246 1246 1247 - Insertingat a position below 1 or above$list.count + 1snot possible.1286 +{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1248 1248 1249 - To removevariablesorlist/tableentries,use<remove_value>:1288 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1250 1250 1251 - {{code}}<remove_valuename="$foo"/><remove_valuename="$list.{1}"/><remove_valuename="$table.$foo" />{{/code}}\\1290 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1252 1252 1253 - Removing anentry froma list shifts all followingelements down by one. Ifyouwant to clear an entry without removing it fromthe, justuse<set_value> instead.1292 +{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1254 1254 1255 -(% style="color: rgb(0,0, 255);text-decoration: none;" %)1294 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1256 1256 1257 - \\\\1296 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1258 1258 1259 -== Accessing remote variables == 1260 1260 1261 - Youcan also readnd write variables in othercuesby usinghename asproperty key:1299 +(% id="accessing-remote-variables" %) 1262 1262 1263 -{{code}} 1264 -<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1265 -{{/code}} 1301 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1266 1266 1267 - Insteadofreferencinga cue byname,you couldalso referenceit viaakeywordoranothervariable:1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 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" /> 1271 -{{/code}} 1305 +{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1272 1272 1273 -(% style="color: rgb(0,0, 255);text-decoration: none;" %)1307 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1274 1274 1275 - \\\\1309 +{{code}}<set_value┬áname="static.$counter"┬áoperation="add" /><set_value┬áname="parent.$foo"┬áexact="42" /><set_value┬áname="this.$bar"┬áexact="parent" /><set_value┬áname="$baz"┬áexact="this.$bar.$foo" />{{/code}} 1276 1276 1277 -= =Namespaces==1311 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1278 1278 1279 -In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. 1280 1280 1281 - Consider thiscase:1314 +(% id="namespaces" %) 1282 1282 1283 -{{code}} 1284 -<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue> 1285 -{{/code}} 1316 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1286 1286 1287 - Whentherootcue creates $foo,thevariableisstoredin theRoot cuedirectly.But SubCue andits descendants willalso needaccessto $foo. Of coursetheycouldwrite"parent.$foo"or"Root.$foo",butsinceit'sverycommon to havea singlelocationfor most variablesinthewholecuetree,the easysolutionis to write just "$foo"-becausevariablenames arelookedup inthe**namespacecue**, which isthe root by default. Alsoewlycreatedvariablesend up in the namespace, and not in "this" cue.1318 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces. 1288 1288 1289 - Youcan alsousehekeyword "**namespace**"inexpressionstogetthenamespacecue.1320 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1290 1290 1291 - (% id="defining-a-cues-namespace"%)1322 +{{code}}<cue┬áname="Root">┬á <actions>┬á ┬á <set_value┬áname="$foo" />┬á </actions>┬á <cues>┬á ┬á <cue┬áname="SubCue"> [...]┬á ┬á </cue>┬á </cues></cue>{{/code}} 1292 1292 1324 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue. 1293 1293 1294 -= ==Definingacue's namespace ===1326 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue. 1295 1295 1296 - Whenwriting a cue, you can specify what thenamespace of the cuehould be, by adding the //**namespace**//attribute. The following values are possible:1328 +(% id="defining-a-cues-namespace" %) 1297 1297 1298 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1299 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1300 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1330 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1301 1301 1302 -(% style="color: rgb(0,0, 255);text-decoration: none;" %)1332 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible: 1303 1303 1334 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo 1335 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo 1336 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥. 1304 1304 1338 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1305 1305 1306 -{{warning}} 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.$foo (error) --></cue></code> 1310 -{{/warning}} 1341 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span> 1342 + 1343 +<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}