Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32945.1
edited by Daniel Turner
on 2023/08/22 17:32
on 2023/08/22 17:32
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To version 32955.1
edited by Daniel Turner
on 2023/08/22 19:04
on 2023/08/22 19:04
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... ... @@ -1,10 +1,10 @@ 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[[ (% &text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.3 +An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 7 -{{ {The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}7 +{{info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}} 8 8 9 9 (% id="md-scripts" %) 10 10 ... ... @@ -14,9 +14,9 @@ 14 14 15 15 MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 16 16 17 -MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, 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 **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names. 18 18 19 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[ (% &text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 20 20 21 21 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 22 22 ... ... @@ -32,11 +32,11 @@ 32 32 33 33 To collect all messages in a file, start the game with the following parameters on the command line: 34 34 35 -{{code}}-logfile debuglog.txt{{/code}} 35 +{{code language="xml"}}-logfile debuglog.txt{{/code}} 36 36 37 37 All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 38 38 39 -{{code}}-debug scripts{{/code}} 39 +{{code language="xml"}}-debug scripts{{/code}} 40 40 41 41 Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\ 42 42 ... ... @@ -182,7 +182,9 @@ 182 182 183 183 184 184 185 -{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 185 +{{info}} 186 +**Reminder** 187 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 186 186 187 187 == Actions == 188 188 ... ... @@ -349,7 +349,7 @@ 349 349 350 350 Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 351 351 352 -{{info body="<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards."/}}354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}} 353 353 354 354 == Access to instances == 355 355 ... ... @@ -394,9 +394,13 @@ 394 394 395 395 * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 396 396 397 -{{code}}<debug_text text="static.$foo"/>{{/code}} 398 -\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 399 -\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 399 +{{code language="xml"}} 400 + <debug_text text="static.$foo"/> 401 +{{/code}} 402 +It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 403 +{{code language="xml"}} 404 +<set_value name="$foo" exact="static.$foo"/> 405 +{{/code}} 400 400 401 401 * **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that 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. 402 402 * **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances. ... ... @@ -405,11 +405,11 @@ 405 405 406 406 Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** 407 407 408 -* {{code}}0{{/code}} (integer number) 409 -* {{code}}0772{{/code}} (leading 0 means octal integer number) 410 -* {{code}}3.14159{{/code}} (floating point number) 411 -* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 412 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number) 414 +* {{code language="xml"}}0{{/code}} (integer number) 415 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 416 +* {{code language="xml"}}3.14159{{/code}} (floating point number) 417 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 418 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 413 413 414 414 415 415 ... ... @@ -419,9 +419,9 @@ 419 419 420 420 You can write string literals by putting the string in single quotes: 421 421 422 -* {{code}}'Hello world'{{/code}} 423 -* {{code}}''{{/code}} (empty string) 424 -* {{code}}'String with a line break\n'{{/code}} 428 +* {{code language="xml"}}'Hello world'{{/code}} 429 +* {{code language="xml"}}''{{/code}} (empty string) 430 +* {{code language="xml"}}'String with a line break\n'{{/code}} 425 425 426 426 427 427 ... ... @@ -431,12 +431,12 @@ 431 431 432 432 Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix: 433 433 434 -* {{code}}5000000000L{{/code}} (large integer) 435 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 436 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 437 -* {{code}}500m{{/code}} (Length in metres) 438 -* {{code}}10s{{/code}} (Time in seconds) 439 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 440 +* {{code language="xml"}}5000000000L{{/code}} (large integer) 441 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 442 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 443 +* {{code language="xml"}}500m{{/code}} (Length in metres) 444 +* {{code language="xml"}}10s{{/code}} (Time in seconds) 445 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 440 440 441 441 A space between number and suffix is allowed. 442 442 ... ... @@ -486,83 +486,83 @@ 486 486 (% style="margin-left: 0.0px;" %) 487 487 ((( 488 488 |Operator / Delimiter / Constant|Type|Example|Result of example|Description 489 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 490 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 491 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 492 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 493 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 494 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 495 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 496 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 495 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 496 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 497 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 498 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 499 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 500 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 501 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 502 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 497 497 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 498 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 499 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 500 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 504 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 505 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 506 +|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 501 501 |typeof|unary| 502 -{{code}}typeof null{{/code}} 503 -\\{{code}}typeof 0{{/code}} 504 -\\{{code}}typeof 'Hello world'{{/code}}| 505 -{{code}}datatype.null{{/code}} 506 -\\{{code}}datatype.integer{{/code}} 507 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 508 +{{code language="xml"}}typeof null{{/code}} 509 +\\{{code language="xml"}}typeof 0{{/code}} 510 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}| 511 +{{code language="xml"}}datatype.null{{/code}} 512 +\\{{code language="xml"}}datatype.integer{{/code}} 513 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 508 508 |sin|unary| 509 -{{code}}sin(30deg){{/code}} 510 -\\{{code}}sin(pi){{/code}}| 511 -{{code}}0.5{{/code}} 512 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 515 +{{code language="xml"}}sin(30deg){{/code}} 516 +\\{{code language="xml"}}sin(pi){{/code}}| 517 +{{code language="xml"}}0.5{{/code}} 518 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required) 513 513 |cos|unary| 514 -{{code}}cos(60deg){{/code}} 515 -\\{{code}}cos(pi){{/code}}| 516 -{{code}}0.5{{/code}} 517 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 518 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 519 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 520 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 521 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 522 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 523 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 524 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 520 +{{code language="xml"}}cos(60deg){{/code}} 521 +\\{{code language="xml"}}cos(pi){{/code}}| 522 +{{code language="xml"}}0.5{{/code}} 523 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required) 524 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 525 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 526 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 527 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power 528 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication 529 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division 530 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division) 525 525 |+|binary| 526 -{{code}}1 + 1{{/code}} 527 -\\{{code}}'Hello' + ' world'{{/code}}| 528 -{{code}}2{{/code}} 529 -\\{{code}}'Hello world'{{/code}}| 532 +{{code language="xml"}}1 + 1{{/code}} 533 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}| 534 +{{code language="xml"}}2{{/code}} 535 +\\{{code language="xml"}}'Hello world'{{/code}}| 530 530 Addition 531 531 \\String concatenation 532 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 538 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction 533 533 | 534 534 lt 535 535 \\< (<)|binary| 536 -{{code}}1 lt 3{{/code}} 537 -\\{{code}}1 < 3{{/code}}|{{code}}true{{/code}}|Less than 542 +{{code language="xml"}}1 lt 3{{/code}} 543 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than 538 538 | 539 539 le 540 540 \\<=|binary| 541 -{{code}}1 le 3{{/code}} 542 -\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 547 +{{code language="xml"}}1 le 3{{/code}} 548 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to 543 543 | 544 544 gt 545 545 \\> (>)|binary| 546 -{{code}}1 gt 3{{/code}} 547 -\\{{code}}1 > 3{{/code}}|{{code}}false{{/code}}|Greater than 552 +{{code language="xml"}}1 gt 3{{/code}} 553 +\\{{code language="xml"}}1 > 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than 548 548 | 549 549 ge 550 550 \\>=|binary| 551 -{{code}}1 ge 3{{/code}} 552 -\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 557 +{{code language="xml"}}1 ge 3{{/code}} 558 +\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 553 553 |((( 554 554 = = 555 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 556 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 557 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 558 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 561 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 562 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 563 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 564 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 559 559 | 560 560 if ... then ... 561 561 \\if ... then ... else ...|ternary| 562 -{{code}}if 1 == 2 then 'F'{{/code}} 563 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 564 -{{code}}null{{/code}} 565 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 568 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 569 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 570 +{{code language="xml"}}null{{/code}} 571 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 566 566 567 567 )))(% id="operator-precedence-rules" %) 568 568 (%%) ... ... @@ -597,17 +597,17 @@ 597 597 598 598 There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 599 599 600 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 601 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 606 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 607 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}} 602 602 603 -When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 609 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 604 604 605 605 The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 606 606 607 607 Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 608 608 609 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 610 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 615 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 616 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}} 611 611 612 612 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 613 613 ... ... @@ -621,7 +621,7 @@ 621 621 * Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**. 622 622 * != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 623 623 * "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 624 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 630 +** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 625 625 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 626 626 * <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 627 627 ... ... @@ -634,8 +634,8 @@ 634 634 635 635 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 636 636 637 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 638 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 643 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 644 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 639 639 640 640 See also the section about [[value properties>>MediaWiki.NULL]]. 641 641 ... ... @@ -645,9 +645,9 @@ 645 645 \\**[New as of X Rebirth 4.0]** 646 646 \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 647 647 648 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 649 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 650 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 654 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 655 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 656 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 651 651 652 652 Additional remarks: 653 653 ... ... @@ -657,7 +657,7 @@ 657 657 658 658 659 659 660 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}}666 +{{info}}There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.{{/info}} 661 661 662 662 663 663 ... ... @@ -703,15 +703,15 @@ 703 703 704 704 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 705 705 706 -* {{code}}table[]{{/code}} ⟹ creates an empty table 707 -* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 712 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 713 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 708 708 709 709 710 710 711 -* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 712 -* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 713 -* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 714 -* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 717 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 718 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 719 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 720 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 715 715 716 716 717 717 ... ... @@ -738,28 +738,28 @@ 738 738 739 739 You can look up a property by appending a dot and the key in curly braces: 740 740 741 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 742 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 743 -* {{code}}[].{'count'}{{/code}} ⟹ 0 744 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 747 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 748 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 749 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 750 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 745 745 746 746 747 747 748 748 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 749 749 750 -* {{code}}[42].{'count'}{{/code}} 751 -* {{code}}$ship.{'name'}{{/code}} 752 -* {{code}}$ship.{'class'}{{/code}} 753 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 756 +* {{code language="xml"}}[42].{'count'}{{/code}} 757 +* {{code language="xml"}}$ship.{'name'}{{/code}} 758 +* {{code language="xml"}}$ship.{'class'}{{/code}} 759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\ 754 754 755 755 756 756 757 757 But it is easier just to write the property key without braces, which is equivalent: 758 758 759 -* {{code}}[0].count{{/code}} 760 -* {{code}}$ship.name{{/code}} 761 -* {{code}}$ship.class{{/code}} 762 -* {{code}}table[$foo='bar'].$foo{{/code}}\\ 765 +* {{code language="xml"}}[0].count{{/code}} 766 +* {{code language="xml"}}$ship.name{{/code}} 767 +* {{code language="xml"}}$ship.class{{/code}} 768 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\ 763 763 764 764 765 765 ... ... @@ -771,19 +771,19 @@ 771 771 772 772 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 773 773 774 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 780 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1 775 775 776 776 **average'** returns the average (but all element types have to be compatible) 777 777 778 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 784 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 779 779 780 780 **indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list 781 781 782 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 788 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 783 783 784 784 **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 785 785 786 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 792 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 787 787 788 788 A table has different properties: 789 789 ... ... @@ -794,12 +794,12 @@ 794 794 795 795 796 796 797 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 803 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 798 798 799 799 800 800 801 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 802 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 807 +* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 808 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 803 803 804 804 805 805 ... ... @@ -814,22 +814,22 @@ 814 814 815 815 If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 816 816 817 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 818 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 819 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 823 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 824 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 825 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 820 820 821 821 822 822 823 823 The question mark can even be applied to variables: 824 824 825 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 826 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 831 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 832 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 827 827 828 828 To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 829 829 830 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 831 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 832 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 836 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 837 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 838 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 833 833 834 834 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 835 835 ... ... @@ -952,13 +952,13 @@ 952 952 **[New as of X Rebirth 4.0]** 953 953 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 954 954 955 -* {{code}}$money.formatted.{'formatstring'}{{/code}} 956 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 961 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 962 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\ 957 957 958 958 959 959 960 -* {{code}}$time.formatted.{'formatstring'}{{/code}} 961 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 966 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 967 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 962 962 963 963 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 964 964 ... ... @@ -988,20 +988,20 @@ 988 988 989 989 990 990 991 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 992 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 993 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 994 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 995 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 997 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 998 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 999 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 1000 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 1001 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 996 996 997 997 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 998 998 999 999 Examples: 1000 1000 1001 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1002 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1003 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1004 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 1007 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} 1008 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 1009 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 1010 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 1005 1005 1006 1006 (% id="complete-property-documentation" %) 1007 1007 ... ... @@ -1085,7 +1085,15 @@ 1085 1085 1086 1086 Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. 1087 1087 1088 -{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1094 +{{code language="xml"}} 1095 + <cue [...] version="42"> 1096 + <conditions> [...] </conditions> 1097 + <actions> [...] </actions> 1098 + <patch sinceversion="42"> 1099 + [patch actions] 1100 + </patch> 1101 + </cue> 1102 +{{/code}} 1089 1089 1090 1090 The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1091 1091 ... ... @@ -1111,11 +1111,20 @@ 1111 1111 1112 1112 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1113 1113 1114 -{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1128 +{{code language="xml"}} 1129 + <check_value value="$ware == ware.silicon and $amount != 0"/> 1130 +{{/code}} 1115 1115 1116 1116 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1117 1117 1118 -{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}} 1134 +{{code language="xml"}} 1135 + <check_value value="FooCue.state" exact="cuestate.complete"/> 1136 + <check_value value="$foo.count" min="5"/> 1137 + <check_value value="$foo" max="player.age + 1min"/> 1138 + <check_value value="player.money" min="300Cr" max="600Cr"/> 1139 + <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1140 + <check_value value="$attention" min="attention.visible"/> 1141 +{{/code}} 1119 1119 1120 1120 {{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1121 1121 ... ... @@ -1127,21 +1127,30 @@ 1127 1127 1128 1128 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1129 1129 1130 -{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1153 +{{code language="xml"}} 1154 + <set_value name="$race" exact="race.teladi"/> 1155 +{{/code}} 1131 1131 1132 1132 To select a random element from a list, this syntax can be used: 1133 1133 1134 -{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1159 +{{code language="xml"}} 1160 + <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1161 +{{/code}} 1135 1135 1136 1136 To get a random number within a given range, you can use min/max: 1137 1137 1138 -{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1165 +{{code language="xml"}} 1166 + <set_value name="$foo" min="-20" max="20"/> 1167 + <set_value name="$timeout" max="20s"/> 1168 +{{/code}} 1139 1139 1140 1140 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1141 1141 1142 1142 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1143 1143 1144 -{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1174 +{{code language="xml"}} 1175 + <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1176 +{{/code}} 1145 1145 1146 1146 \\(% id="variables-and-namespaces" %) 1147 1147 ... ... @@ -1154,49 +1154,73 @@ 1154 1154 1155 1155 == Creating and removing variables == 1156 1156 1157 - {{{You can create variables with certain actions and conditions, such as the <set_value> action:}}}1189 +You can create variables with certain actions and conditions, such as the <set_value> action: 1158 1158 1159 -{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1191 +{{code language="xml"}} 1192 + <set_value name="$foo" exact="$bar + 1" /> 1193 +{{/code}} 1160 1160 1161 1161 <set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1162 1162 1163 1163 The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1164 1164 1165 -{{code}}<set_value name="$foo" operation="add" />{{/code}} 1199 +{{code language="xml"}} 1200 + <set_value name="$foo" operation="add" /> 1201 +{{/code}} 1166 1166 1167 1167 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1168 1168 1169 -{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1205 +{{code language="xml"}} 1206 + <set_value name="$list.{1}" exact="42" /> 1207 + <set_value name="$table.$foo" exact="42" /> 1208 +{{/code}} 1170 1170 1171 1171 The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1172 1172 1173 -{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1212 +{{code language="xml"}} 1213 + <set_value name="$list.{1}" exact="42" operation="insert" /> 1214 +{{/code}} 1174 1174 1175 1175 This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1176 1176 1177 1177 Appending is easier than that. The following actions are equivalent: 1178 1178 1179 -{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1220 +{{code language="xml"}} 1221 + <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1222 + <append_to_list name="$list" exact="42" /> 1223 +{{/code}} 1180 1180 1181 1181 Inserting at a position below 1 or above $list.count + 1 is not possible. 1182 1182 1183 1183 To remove variables or list/table entries, use <remove_value>: 1184 1184 1185 -{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1229 +{{code language="xml"}} 1230 + <remove_value name="$foo" /> 1231 + <remove_value name="$list.{1}" /> 1232 + <remove_value name="$table.$foo" /> 1233 +{{/code}} 1186 1186 1187 1187 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1188 1188 1189 - \\\\\\(% id="accessing-remote-variables" %)1237 +(% id="accessing-remote-variables" %) 1190 1190 1191 1191 == Accessing remote variables == 1192 1192 1193 1193 You can also read and write variables in other cues by using the variable name as property key: 1194 1194 1195 -{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1243 +{{code language="xml"}} 1244 + <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1245 + <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1246 +{{/code}} 1196 1196 1197 1197 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1198 1198 1199 -{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1250 +{{code language="xml"}} 1251 + <set_value name="static.$counter" operation="add" /> 1252 + <set_value name="parent.$foo" exact="42" /> 1253 + <set_value name="this.$bar" exact="parent" /> 1254 + <set_value name="$baz" exact="this.$bar.$foo" /> 1255 +{{/code}} 1200 1200 1201 1201 \\\\\\(% id="namespaces" %) 1202 1202 ... ... @@ -1206,7 +1206,17 @@ 1206 1206 1207 1207 Consider this case: 1208 1208 1209 -{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1265 +{{code language="xml"}} 1266 +<cue name="Root"> 1267 + <actions> 1268 + <set_value name="$foo" /> 1269 + </actions> 1270 + <cues> 1271 + <cue name="SubCue"> [...] 1272 + </cue> 1273 + </cues> 1274 +</cue> 1275 +{{/code}} 1210 1210 1211 1211 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. 1212 1212 ... ... @@ -1225,4 +1225,10 @@ 1225 1225 1226 1226 {{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1227 1227 1228 -<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}} 1294 +{{code language="xml"}} 1295 +<cue name="LibRef" ref="Lib"> 1296 + <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> 1297 + <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --> 1298 +</cue> 1299 +{{/code }} 1300 +{{/warning}}