Changes for page Mission Director Guide
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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 - Content
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... ... @@ -1,6 +1,6 @@ 1 1 The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 3 +An introduction to the original MD can be found in the[[┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 ... ... @@ -8,7 +8,6 @@ 8 8 9 9 (% id="md-scripts" %) 10 10 11 - 12 12 {{toc/}} 13 13 14 14 = MD scripts = ... ... @@ -15,7 +15,7 @@ 15 15 16 16 MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 17 17 18 -MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it 's recommended to keep file name and internal script name identical to avoid having to look up the names.17 +MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names. 19 19 20 20 To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 21 21 ... ... @@ -22,7 +22,7 @@ 22 22 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 23 23 24 24 {{info}} 25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[ xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|Conditions.WebHome]]).24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 26 26 27 27 To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 28 28 {{/info}} ... ... @@ -33,15 +33,11 @@ 33 33 34 34 To collect all messages in a file, start the game with the following parameters on the command line: 35 35 36 -{{code}} 37 --logfile debuglog.txt 38 -{{/code}} 35 +{{code}}-logfile debuglog.txt{{/code}} 39 39 40 40 All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 41 41 42 -{{code}} 43 --debug scripts 44 -{{/code}} 39 +{{code}}-debug scripts{{/code}} 45 45 46 46 Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\ 47 47 ... ... @@ -51,7 +51,7 @@ 51 51 52 52 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. 53 53 54 -The XML root node of an MD file is called "mdscript"and looks like this:49 +The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this: 55 55 56 56 {{code language="xml"}} 57 57 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -58,7 +58,7 @@ 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.56 +ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 62 62 63 63 The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 64 64 ... ... @@ -85,14 +85,13 @@ 85 85 * **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\ 86 86 87 87 83 + 88 88 * **Complete**: The cue has finished performing its actions. 89 89 * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 90 90 91 91 \\ 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}} 89 +{{note body="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 />"/}} 96 96 97 97 This is how a cue node looks like: 98 98 ... ... @@ -116,7 +116,7 @@ 116 116 117 117 **Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 118 118 119 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_"so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.113 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 120 120 121 121 Example for an event condition: 122 122 ... ... @@ -156,11 +156,12 @@ 156 156 157 157 If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 158 158 159 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//"and"//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\153 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥ and ΓÇ£//complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\ 160 160 161 161 162 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event. 163 163 157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 158 + 164 164 Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 165 165 166 166 Examples: ... ... @@ -187,7 +187,7 @@ 187 187 188 188 189 189 190 -{{ 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}}185 +{{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."/}} 191 191 192 192 == Actions == 193 193 ... ... @@ -203,7 +203,7 @@ 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.201 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account. 207 207 208 208 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>. 209 209 ... ... @@ -221,9 +221,7 @@ 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}} 219 +{{note body="Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}} 227 227 228 228 229 229 ... ... @@ -239,9 +239,7 @@ 239 239 240 240 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}} 235 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}} 245 245 246 246 247 247 ... ... @@ -254,7 +254,7 @@ 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.248 +Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 258 258 259 259 To use a library, use the attribute ref: 260 260 ... ... @@ -295,19 +295,18 @@ 295 295 {{/code}} 296 296 297 297 298 -{{warning}} 299 -These examples are definitely <u>not</u> examples of good scripting style. 300 -{{/warning}} 301 301 290 +{{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. 305 305 294 +So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 295 + 306 306 Notes: 307 307 308 308 * 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). 309 309 * 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. 300 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 311 311 312 312 == Library Parameters == 313 313 ... ... @@ -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:319 +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 $baz would be created.328 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$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"> ... ... @@ -353,28 +353,26 @@ 353 353 = Instantiation = 354 354 355 355 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. 346 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 357 357 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 358 358 359 359 == Cleaning up instances explicitly == 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 condition checks will start again if the parent cue 's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.351 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 362 362 363 -{{info body=" <cancel_cue>and<reset_cue>only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "/}}353 +{{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}} 364 364 365 365 == Access to instances == 366 366 367 367 368 368 369 -{{info}} 370 -This sub-section requires basic knowledge of script expressions. 371 -{{/info}} 359 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}} 372 372 373 373 374 374 375 375 In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 376 376 377 -When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related"to the current one.365 +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. 378 378 379 379 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. 380 380 ... ... @@ -387,11 +387,11 @@ 387 387 Example situations: 388 388 389 389 * 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.378 +* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2). 379 +* 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. 380 +* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a) 381 +* 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. 382 +* In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 395 395 396 396 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 ... ... @@ -407,12 +407,12 @@ 407 407 408 408 * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 409 409 410 -(% style="color: rgb(0,0,255);text-decoration: none;" %) {{code}}<debug_text text="static.$foo"/>{{/code}}398 +{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 411 411 \\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 412 -\\{{code}} <set_value"$foo"exact="static.$foo"/>{{/code}}400 +\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 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.402 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there. 403 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances. 416 416 417 417 = Expressions = 418 418 ... ... @@ -421,16 +421,15 @@ 421 421 * {{code}}0{{/code}} (integer number) 422 422 * {{code}}0772{{/code}} (leading 0 means octal integer number) 423 423 * {{code}}3.14159{{/code}} (floating point number) 424 -* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of")412 +* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 425 425 * {{code}}0xCAFE{{/code}} (hexadecimal integer number) 426 426 427 427 428 -{{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}} 431 431 417 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}} 432 432 433 433 420 + 434 434 You can write string literals by putting the string in single quotes: 435 435 436 436 * {{code}}'Hello world'{{/code}} ... ... @@ -438,13 +438,12 @@ 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}} 444 444 429 +{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}} 430 + 445 445 == Numeric data types and suffixes == 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:433 +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: 448 448 449 449 * {{code}}5000000000L{{/code}} (large integer) 450 450 * {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) ... ... @@ -492,13 +492,11 @@ 492 492 \\24h|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}} 481 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}} 498 498 499 499 == Operators == 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 supported485 +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 502 502 503 503 (% style="margin-left: 0.0px;" %) 504 504 ((( ... ... @@ -508,10 +508,10 @@ 508 508 |true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 509 509 |pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 510 510 |()|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 values512 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>> xwiki:MediaWiki.NULL.WebHome]] of values495 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 496 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 513 513 |{}|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]])498 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 515 515 |+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 516 516 |-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 517 517 |not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise ... ... @@ -521,7 +521,7 @@ 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]]508 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 525 525 |sin|unary| 526 526 {{code}}sin(30deg){{/code}} 527 527 \\{{code}}sin(pi){{/code}}| ... ... @@ -549,24 +549,24 @@ 549 549 |-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 550 550 | 551 551 lt 552 -\\ <(<)|binary|536 +\\< (<)|binary| 553 553 {{code}}1 lt 3{{/code}} 554 -\\{{code}}1 < 3{{/code}}|{{code}}true{{/code}}|Less than 538 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 555 555 | 556 556 le 557 -\\ <=|binary|541 +\\<=|binary| 558 558 {{code}}1 le 3{{/code}} 559 -\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 543 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 560 560 | 561 561 gt 562 -\\ >(>)|binary|546 +\\> (>)|binary| 563 563 {{code}}1 gt 3{{/code}} 564 -\\{{code}}1 > 3{{/code}}|{{code}}false{{/code}}|Greater than 548 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 565 565 | 566 566 ge 567 -\\ >=|binary|551 +\\>=|binary| 568 568 {{code}}1 ge 3{{/code}} 569 -\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 553 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 570 570 |((( 571 571 = = 572 572 )))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to ... ... @@ -580,13 +580,13 @@ 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 -))) 584 584 568 +)))(% id="operator-precedence-rules" %) 569 +(%%) 585 585 586 - 587 587 === 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.573 +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. 590 590 591 591 * Unary operators: +, -, not, typeof, function-style operators (highest precedence) 592 592 * Power operator: ^ ... ... @@ -600,12 +600,11 @@ 600 600 601 601 (% id="type-conversion" %) 602 602 603 - 604 604 === Type conversion === 605 605 606 606 When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 607 607 608 -* Null and something else: The null value will be interpreted as "0"of the other type.591 +* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type. 609 609 * Two non-unit integers: The result will be an integer of the largest involved type. 610 610 * Two non-unit numbers, not all integers: The result will be the largest involved float type. 611 611 * Non-unit and unit: The result will be the unit type. ... ... @@ -615,41 +615,39 @@ 615 615 616 616 There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 617 617 618 -* {{code}}(1 + 1)f{{/code}} ⟹{{code}}2f{{/code}}⟹{{code}}2.0{{/code}}619 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹{{code}}(3600s) m / (3.14rad) i{{/code}}⟹{{code}}3600m / 3{{/code}}⟹{{code}}1200m{{/code}}601 +* {{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 602 +* {{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}} 620 620 621 -When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code}}(1km + 500m)h{{/code}}"means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)604 +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.) 622 622 623 623 The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 624 624 625 625 Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 626 626 627 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹{{code}}'One plus one is equal to 2.'{{/code}}628 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹{{code}}'One plus one is not equal to 11.'{{/code}}610 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣ {{code}}'One plus one is equal to 2.'{{/code}} 611 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣ {{code}}'One plus one is not equal to 11.'{{/code}} 629 629 630 630 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 631 631 632 632 (% id="boolean-operators" %) 633 633 634 - 635 635 === Boolean operators === 636 636 637 637 Some additional notes on Boolean operators (such as and, or, not, ==): 638 638 639 639 * 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**.622 +* Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are **non-zero** or **non-numeric**. 641 641 * != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 642 -* "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 operation643 -** Example:{{code}} false and $foo{{/code}} ⟹{{code}}false{{/code}} (the value of $foo is not checked at all)624 +* 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 625 +** Example:{{code}} false and $foo{{/code}} Γƒ╣ {{code}}false{{/code}} (the value of $foo is not checked at all) 644 644 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 645 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won 't have to use them, though - using [[range checks>>xwiki:MediaWiki.NULL.WebHome]] with additional XML attributes can be more readable.627 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 646 646 647 647 648 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 649 649 631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 650 650 (% id="categorybroken_macroanchorstrings-and-formatting" %) 651 651 652 - 653 653 {{{==}}} 654 654 655 655 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: ... ... @@ -657,55 +657,51 @@ 657 657 * {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 658 658 * {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 659 659 660 -See also the section about [[value properties>> xwiki:MediaWiki.NULL.WebHome]].641 +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'.643 +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'. 663 663 \\To get a percent character in the result string, use '%%' in the format string. 664 664 \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 665 665 \\**[New as of X Rebirth 4.0]** 666 666 \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 667 667 668 -* {{code}}'%,s'.[12345678]{{/code}} ⟹{{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)669 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹{{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)670 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹{{code}}'12,345.7'{{/code}} (combination of the above)649 +* {{code}}'%,s'.[12345678]{{/code}} Γƒ╣ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 650 +* {{code}}'%.3s'.[123.4]{{/code}} Γƒ╣ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 651 +* {{code}}'%,.1s'.[12345.67]'{{/code}} Γƒ╣ {{code}}'12,345.7'{{/code}} (combination of the above) 671 671 672 672 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 -* 656 +* ┬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 "/}} 680 680 661 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 681 681 682 682 664 + 683 683 \\ 684 684 685 685 (% id="categorybroken_macroanchorlists" %) 686 686 687 - 688 688 == Lists == 689 689 690 -Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>> xwiki:MediaWiki.NULL.WebHome]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>xwiki:MediaWiki.NULL.WebHome]].671 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 691 691 692 -A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>> xwiki:MediaWiki.NULL.WebHome]]. Lists can be empty, these are written as"[ ]".673 +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¥. 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}} 675 +{{note body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}} 697 697 698 698 699 699 700 700 Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 701 701 702 -{{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. 681 +{{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. 704 704 705 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List"exact="$List.{$List.count}"/>683 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 706 706 707 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 708 -{{/info}} 685 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 709 709 710 710 711 711 ... ... @@ -713,10 +713,9 @@ 713 713 714 714 (% id="categorybroken_macroanchortables" %) 715 715 716 - 717 717 == Tables == 718 718 719 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>> xwiki:MediaWiki.NULL.WebHome]]. See the section about [[value properties>>xwiki:MediaWiki.NULL.WebHome]] for how to access the contents of a table. [[Creating and removing entries>>xwiki:MediaWiki.NULL.WebHome]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\695 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\ 720 720 721 721 Almost all values are allowed as table keys, but there are a few exceptions: 722 722 ... ... @@ -725,18 +725,21 @@ 725 725 * Lists, tables, groups and buildplans cannot be used as table keys\\ 726 726 727 727 704 + 728 728 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 729 729 730 -* {{code}}table[]{{/code}} ⟹creates an empty table731 -* {{code}}table[{0} = null]{{/code}} ⟹creates a table that maps the number 0 to null\\707 +* {{code}}table[]{{/code}} Γƒ╣ creates an empty table 708 +* {{code}}table[{0} = null]{{/code}} Γƒ╣ creates a table that maps the number 0 to null\\ 732 732 733 733 734 -* {{code}}table[{'$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 '$' 737 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 738 738 712 +* {{code}}table[{'$foo'} = 'bar']{{/code}} Γƒ╣ a table that maps the string '$foo' to the string 'bar' 713 +* {{code}}table[$foo = 'bar']{{/code}} Γƒ╣ exactly the same, just a shorter notation for string keys 714 +* {{code}}table[foo = 'bar']{{/code}} Γƒ╣ error, 'foo' does not start with a '$' 715 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} Γƒ╣ a table that maps 1 to an empty list and 2 to an empty table\\ 739 739 717 + 718 + 740 740 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 741 741 742 742 \\ ... ... @@ -743,38 +743,39 @@ 743 743 744 744 (% id="categorybroken_macroanchorvalue-properties" %) 745 745 746 - 747 747 == Value properties == 748 748 749 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game 's state, properties are used.727 +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. 750 750 751 -Numbers don 't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.729 +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. 752 752 753 753 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: 754 754 755 -* 1 ⟹42756 -* 2 ⟹null757 -* 3 ⟹'text'758 -* 'count' ⟹3733 +* 1 Γƒ╣ 42 734 +* 2 Γƒ╣ null 735 +* 3 Γƒ╣ 'text' 736 +* 'count' Γƒ╣ 3 759 759 760 760 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. 761 761 762 762 You can look up a property by appending a dot and the key in curly braces: 763 763 764 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹100 (reading the first element)765 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹'world' (second element of the inner list, which is the third element of the outer list)766 -* {{code}}[].{'count'}{{/code}} ⟹0767 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹42\\742 +* {{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 743 +* {{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) 744 +* {{code}}[].{'count'}{{/code}} Γƒ╣ 0 745 +* {{code}}table[{21} = 42].{21}{{/code}} Γƒ╣ 42\\ 768 768 769 769 770 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 771 771 749 +In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above: 750 + 772 772 * {{code}}[42].{'count'}{{/code}} 773 773 * {{code}}$ship.{'name'}{{/code}} 774 -* {{code}}$ship.{'class'}{{/code}} 753 +* {{code}}$ship.{'class'}┬á{{/code}} 775 775 * {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 776 776 777 777 757 + 778 778 But it is easier just to write the property key without braces, which is equivalent: 779 779 780 780 * {{code}}[0].count{{/code}} ... ... @@ -783,8 +783,9 @@ 783 783 * {{code}}table[$foo='bar'].$foo{{/code}}\\ 784 784 785 785 786 -(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 787 787 767 +(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.) 768 + 788 788 A list has even more properties: 789 789 790 790 **random'** returns a randomly chosen element (which requires that the list is non-empty) ... ... @@ -791,19 +791,19 @@ 791 791 792 792 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 793 793 794 -* {{code}}[1, 6, 8].min{{/code}} ⟹1775 +* {{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 795 795 796 796 **average'** returns the average (but all element types have to be compatible) 797 797 798 -* {{code}}[1, 6, 8].average{{/code}} ⟹5779 +* {{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 799 799 800 -**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it 's not in the list781 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 801 801 802 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹3783 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣ 3 803 803 804 804 **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 805 805 806 -* {{code}}[1, 6, 8].clone{{/code}} ⟹{{code}}[1, 6, 8]{{/code}}787 +* {{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 807 807 808 808 A table has different properties: 809 809 ... ... @@ -817,38 +817,39 @@ 817 817 * {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 818 818 819 819 801 + 820 820 * {{code}}$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) 821 821 * {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 822 822 823 823 824 -{{info}} 825 -The string formatting syntax that you have seen [[xwiki:MediaWiki.X4.X4_DocumentationX4_Game_Design0_GeneralMission_Director_Guide.NULL|above.WebHome]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 826 -{{/info}} 827 827 807 +{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}} 828 828 829 829 810 + 830 830 (% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 831 831 832 832 833 833 {{{===}}} 834 834 835 -If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?"to the lookup, which yields true or false:816 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false: 836 836 837 -* {{code}}$list.{5}{{/code}} ⟹The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error838 -* {{code}}$list.{5}?{{/code}} ⟹true if $list exists and has the property 5, false otherwise839 -* {{code}}$table.$key?{{/code}} ⟹Analogously, true if $table exists and has the string property '$key'\\818 +* {{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 819 +* {{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 820 +* {{code}}$table.$key?{{/code}} Γƒ╣ Analogously, true if $table exists and has the string property '$key'\\ 840 840 841 841 823 + 842 842 The question mark can even be applied to variables: 843 843 844 -* {{code}}$list{{/code}} ⟹The value stored under the name $list, or an error if there is no such variable845 -* {{code}}$list?{{/code}} ⟹true if the variable exists, false otherwise826 +* {{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 827 +* {{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 846 846 847 -To look up the value of a property although it may not exist, you can use the at-sign "@"as prefix:829 +To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 848 848 849 -* {{code}}@$list.{5}{{/code}} ⟹The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)850 -* {{code}}@$list{{/code}} ⟹The list if this variable exists, null otherwise851 -* {{code}}@$list.{5}.{1}{{/code}} ⟹The first element of the fifth element of $list, if it exists, null otherwise831 +* {{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 832 +* {{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 833 +* {{code}}@$list.{5}.{1}{{/code}} Γƒ╣ The first element of the fifth element of $list, if it exists, null otherwise 852 852 853 853 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 854 854 ... ... @@ -856,10 +856,9 @@ 856 856 857 857 (% id="static-lookups" %) 858 858 859 - 860 860 === Static lookups === 861 861 862 -There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class"data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type"class", there is a value"class"that can be used to access the classes.843 +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. 863 863 864 864 Here are a few enumeration classes and corresponding example lookup values: 865 865 ... ... @@ -889,11 +889,11 @@ 889 889 |profile| 890 890 profile.flat 891 891 \\profile.increasing 892 -\\profile.bell|Probability distribution profile (see [[random ranges>> xwiki:MediaWiki.NULL.WebHome]])873 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 893 893 |cuestate| 894 894 cuestate.waiting 895 895 \\cuestate.active 896 -\\cuestate.complete|[[Cue states>> xwiki:MediaWiki.NULL.WebHome]]877 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 897 897 |level| 898 898 level.easy 899 899 \\level.medium ... ... @@ -913,19 +913,15 @@ 913 913 \\faction.argongovernment|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: 897 +{{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:901 +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}} 903 +<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}} 905 +{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}} 929 929 930 930 \\ 931 931 ... ... @@ -933,26 +933,27 @@ 933 933 934 934 (% id="player-properties" %) 935 935 936 - 937 937 === Player properties === 938 938 939 -You can access many player-related game properties via the keyword "player":915 +You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 940 940 941 -* player.**name**: The player 's name917 +* player.**name**: The playerΓÇÖs name 942 942 * player.**age**: The passed in-game time since game start 943 -* player.**money**: The money in the player 's account919 +* player.**money**: The money in the playerΓÇÖs account 944 944 * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 945 945 946 946 923 + 947 947 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 948 948 * player.**entity**: The actual player object\\ 949 949 950 950 928 + 951 951 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 952 952 * player.**copilot**: The co-pilot NPC 953 953 954 954 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 955 -\\ 933 +\\(% id="safe-properties" %) 956 956 957 957 === Safe properties === 958 958 ... ... @@ -965,7 +965,7 @@ 965 965 * available 966 966 * isclass.(...) 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.946 +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. 969 969 970 970 (% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 971 971 ... ... @@ -973,14 +973,15 @@ 973 973 {{{===}}} 974 974 975 975 **[New as of X Rebirth 4.0]** 976 -\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>> xwiki:MediaWiki.NULL.WebHome]] for numbers.954 +\\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}} 956 +* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 979 979 * {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 980 980 981 981 960 + 982 982 * {{code}}$time.formatted.{'formatstring'}{{/code}} 983 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 962 +* {{code}}$time.formatted.default{{/code}}┬á (using default format string '%T') 984 984 985 985 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 986 986 ... ... @@ -1005,28 +1005,28 @@ 1005 1005 * %%: A % sign\\ 1006 1006 1007 1007 987 + 1008 1008 Examples:\\ 1009 1009 1010 1010 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}}992 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}Γƒ╣{{code}}'1,234'{{/code}} 993 +* {{code}}(1234Cr).formatted.default{{/code}}Γƒ╣{{code}}'1,234'{{/code}} (same as {'%s'}) 994 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 995 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}Γƒ╣{{code}}'1 k'{{/code}} (rounding towards zero) 996 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}Γƒ╣{{code}}'0 M'{{/code}} 1017 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]].998 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1019 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}}1002 +* {{code}}(151s).formatted.{'%T'}{{/code}} Γƒ╣ {{code}}'00:02:31'{{/code}} 1003 +* {{code}}(151s).formatted.default{{/code}} Γƒ╣ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1004 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} Γƒ╣ {{code}}'00:02:31.000'{{/code}} 1005 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} Γƒ╣ {{code}}'0:02'{{/code}} 1026 1026 1027 1027 (% id="complete-property-documentation" %) 1028 1028 1029 - 1030 1030 === Complete property documentation === 1031 1031 1032 1032 To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. ... ... @@ -1035,30 +1035,26 @@ 1035 1035 1036 1036 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: 1017 +{{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: 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}} 1019 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1020 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 1044 1044 1045 1045 1046 1046 1047 -This provides you with a complete list of all supported "base keywords"and properties. To filter in this list, you can enter an expression in the text field:1024 +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: 1048 1048 1049 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 variable1051 -* To see the properties of a base keyword or data type, enter a dot ( ".")1027 +* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable 1028 +* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥) 1052 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 property1030 +* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property 1054 1054 1055 1055 \\ 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}} 1036 +{{note body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}} 1062 1062 1063 1063 1064 1064 ... ... @@ -1066,16 +1066,14 @@ 1066 1066 1067 1067 (% id="md-refreshing-and-patching" %) 1068 1068 1069 - 1070 1070 = MD refreshing and patching = 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.1046 +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. 1073 1073 1074 1074 \\ 1075 1075 1076 1076 (% id="details-and-restrictions" %) 1077 1077 1078 - 1079 1079 == Details and restrictions == 1080 1080 1081 1081 Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: ... ... @@ -1099,13 +1099,9 @@ 1099 1099 1100 1100 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}} 1075 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}} 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}} 1077 +{{warning body="When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary."/}} 1109 1109 1110 1110 1111 1111 ... ... @@ -1113,22 +1113,17 @@ 1113 1113 1114 1114 (% id="patching" %) 1115 1115 1116 - 1117 1117 == Patching == 1118 1118 1119 1119 Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. 1120 1120 1121 -{{code}} 1122 -<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue> 1123 -{{/code}} 1089 +{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1124 1124 1125 -The patch actions are only performed if the cue is in a certain state, "complete"by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.1091 +The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1126 1126 1127 1127 A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 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}} 1095 +{{note body="The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}} 1132 1132 1133 1133 1134 1134 ... ... @@ -1136,7 +1136,6 @@ 1136 1136 1137 1137 (% id="common-attribute-groups" %) 1138 1138 1139 - 1140 1140 = Common attribute groups = 1141 1141 1142 1142 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. ... ... @@ -1145,24 +1145,17 @@ 1145 1145 1146 1146 (% id="categorybroken_macroanchorvalue-comparisons" %) 1147 1147 1148 - 1149 1149 == Value comparisons == 1150 1150 1151 1151 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1152 1152 1153 -{{code}} 1154 -<check_value value="$ware == ware.silicon and $amount != 0"/> 1155 -{{/code}} 1115 +{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1156 1156 1157 1157 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1158 1158 1159 -{{code}} 1160 -<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/> 1161 -{{/code}} 1119 +{{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$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="$attention"┬ámin="attention.visible"/>{{/code}} 1162 1162 1163 -{{info}} 1164 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1165 -{{/info}} 1121 +{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}} 1166 1166 1167 1167 1168 1168 ... ... @@ -1170,37 +1170,28 @@ 1170 1170 1171 1171 (% id="categorybroken_macroanchorrandom-ranges" %) 1172 1172 1173 - 1174 1174 == Random ranges == 1175 1175 1176 1176 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1177 1177 1178 -{{code}} 1179 -<set_value name="$race" exact="race.teladi"/> 1180 -{{/code}} 1133 +{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1181 1181 1182 1182 To select a random element from a list, this syntax can be used: 1183 1183 1184 -{{code}} 1185 -<set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1186 -{{/code}} 1137 +{{code}}<set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}} 1187 1187 1188 1188 To get a random number within a given range, you can use min/max: 1189 1189 1190 -{{code}} 1191 -<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/> 1192 -{{/code}} 1141 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}} 1193 1193 1194 1194 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1195 1195 1196 -You can select one of 5 different probability distribution profiles for the random range, "flat"being the default (all values in the range are equally likely). If you select another profile, e.g."increasing"to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).1145 +You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1197 1197 1198 -{{code}} 1199 -<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1200 -{{/code}} 1147 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1201 1201 1202 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1203 -\\ 1149 +(% style="color: rgb(0,0,255);text-decoration: none;" %)┬á 1150 +\\(% id="variables-and-namespaces" %) 1204 1204 1205 1205 = Variables and namespaces = 1206 1206 ... ... @@ -1207,104 +1207,83 @@ 1207 1207 As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1208 1208 1209 1209 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1157 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1210 1210 1211 -\\\\ 1212 - 1213 1213 == Creating and removing variables == 1214 1214 1215 -{{{You can create variables with certain actions and conditions, such as the <set_value>action:}}}1161 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1216 1216 1217 -{{code}} 1218 -<set_value name="$foo" exact="$bar + 1" /> 1219 -{{/code}} 1163 +{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1220 1220 1221 -<set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)1165 +<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>.) 1222 1222 1223 -The default operation of <set_value> is "**set**", but there are more:"**add**","**subtract**", and"**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.1167 +The default operation of <set_value> is ΓÇ£**set**ΓÇ¥, but there are more: ΓÇ£**add**ΓÇ¥, ΓÇ£**subtract**ΓÇ¥, and ΓÇ£**insert**ΓÇ¥. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1224 1224 1225 -{{code}} 1226 -<set_value name="$foo" operation="add" /> 1227 -{{/code}} 1169 +{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1228 1228 1229 1229 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1230 1230 1231 -{{code}} <set_value"$list.{1}"exact="42"/><set_value"$table.$foo"exact="42"/>{{/code}}\\1173 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1232 1232 1233 1233 The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1234 1234 1235 -{{code}} 1236 -<set_value name="$list.{1}" exact="42" operation="insert" /> 1237 -{{/code}} 1177 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1238 1238 1239 1239 This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1240 1240 1241 1241 Appending is easier than that. The following actions are equivalent: 1242 1242 1243 -{{code}} 1244 -<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" /> 1245 -{{/code}} 1183 +{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1246 1246 1247 1247 Inserting at a position below 1 or above $list.count + 1 is not possible. 1248 1248 1249 1249 To remove variables or list/table entries, use <remove_value>: 1250 1250 1251 -{{code}} <remove_value"$foo"/><remove_value"$list.{1}"/><remove_value"$table.$foo"/>{{/code}}\\1189 +{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1252 1252 1253 1253 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1254 1254 1255 1255 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1194 +\\\\\\(% id="accessing-remote-variables" %) 1256 1256 1257 -\\\\ 1258 - 1259 1259 == Accessing remote variables == 1260 1260 1261 1261 You can also read and write variables in other cues by using the variable name as property key: 1262 1262 1263 -{{code}} 1264 -<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1265 -{{/code}} 1200 +{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1266 1266 1267 1267 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1268 1268 1269 -{{code}} 1270 -<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" /> 1271 -{{/code}} 1204 +{{code}}<set_value┬áname="static.$counter"┬áoperation="add" /><set_value┬áname="parent.$foo"┬áexact="42" /><set_value┬áname="this.$bar"┬áexact="parent" /><set_value┬áname="$baz"┬áexact="this.$bar.$foo" />{{/code}} 1272 1272 1273 1273 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1207 +\\\\\\(% id="namespaces" %) 1274 1274 1275 -\\\\ 1276 - 1277 1277 == Namespaces == 1278 1278 1279 -In the examples above, a variable was written to and read from the "this"cue. This can be necessary: the expression"$foo"may be different from the expression"this.$foo". The reason for that are namespaces.1211 +In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces. 1280 1280 1281 1281 Consider this case: 1282 1282 1283 -{{code}} 1284 -<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue> 1285 -{{/code}} 1215 +{{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}} 1286 1286 1287 -When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo"or"Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just"$foo"- because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in"this"cue.1217 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue. 1288 1288 1289 -You can also use the keyword "**namespace**"in expressions to get the namespace cue.1219 +You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue. 1290 1290 1291 1291 (% id="defining-a-cues-namespace" %) 1292 1292 1223 +=== Defining a cueΓÇÖs namespace === 1293 1293 1294 -=== Defining a cue's namespace === 1295 - 1296 1296 When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible: 1297 1297 1298 -* **this**: Use "this"cue as namespace, even for instances: $foo == this.$foo1299 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo1300 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".1227 +* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo 1228 +* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo 1229 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥. 1301 1301 1302 1302 (% style="color: rgb(0,0,255);text-decoration: none;" %) 1303 1303 1304 1304 1234 +{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example: 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 - 1309 -<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code> 1310 -{{/warning}} 1236 +<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}