Changes for page Mission Director Guide
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edited by Daniel Turner
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Content
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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[[(% 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 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}}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.}}} 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 {{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. 18 18 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. 19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 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 ... ... @@ -53,7 +53,7 @@ 53 53 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 54 54 {{/code}} 55 55 56 -"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script 's contents easily.56 +"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 57 57 58 58 The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 59 59 ... ... @@ -154,7 +154,7 @@ 154 154 155 155 156 156 157 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue 's state is changed explicitly by an external event.157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 158 158 159 159 Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 160 160 ... ... @@ -198,7 +198,7 @@ 198 198 <event_cue_completed cue="parent"/> 199 199 {{/code}} 200 200 201 -<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the 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. 202 202 203 203 Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 204 204 ... ... @@ -216,7 +216,7 @@ 216 216 217 217 218 218 219 -{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}} 219 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[NULL|Script debug output]].{{/info}} 220 220 221 221 222 222 ... ... @@ -245,7 +245,7 @@ 245 245 </library> 246 246 {{/code}} 247 247 248 -Although it is called library, 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. 249 249 250 250 To use a library, use the attribute ref: 251 251 ... ... @@ -290,7 +290,7 @@ 290 290 291 291 292 292 293 -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.293 +So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 294 294 295 295 Notes: 296 296 ... ... @@ -315,7 +315,7 @@ 315 315 </library> 316 316 {{/code}} 317 317 318 -If a default value is supplied, the parameter is regarded as optional, otherwise it 's required. When providing the actual parameters in a referencing cue, note that there is no <params> node:318 +If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 319 319 320 320 {{code language="xml"}} 321 321 <cue name="Foo" ref="Lib"> ... ... @@ -324,7 +324,7 @@ 324 324 </cue> 325 325 {{/code}} 326 326 327 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ 'prefix. In the example above, the variables $foo, $bar, and $baz would be created.327 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 328 328 329 329 {{code language="xml"}} 330 330 <library name="Lib"> ... ... @@ -341,13 +341,13 @@ 341 341 342 342 = Instantiation = 343 343 344 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 345 -\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should 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. 344 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 345 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 346 346 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 347 347 348 348 == Cleaning up instances explicitly == 349 349 350 -Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent 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.350 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 351 351 352 352 {{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."/}} 353 353 ... ... @@ -355,7 +355,7 @@ 355 355 356 356 357 357 358 -{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 358 +{{info}}This sub-section requires basic knowledge of [[NULL|script expressions]].{{/info}} 359 359 360 360 361 361 ... ... @@ -394,16 +394,12 @@ 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 language="xml"}} 398 - <debug_text text="static.$foo"/> 399 -{{/code}} 400 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 401 -{{code language="xml"}} 402 -<set_value name="$foo" exact="static.$foo"/> 403 -{{/code}} 397 +{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 398 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 399 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 404 404 405 -* **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.406 -* **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.401 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there. 402 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances. 407 407 408 408 = Expressions = 409 409 ... ... @@ -417,7 +417,7 @@ 417 417 418 418 419 419 420 -{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{ /info}}416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}} 421 421 422 422 423 423 ... ... @@ -429,7 +429,7 @@ 429 429 430 430 431 431 432 -{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you 'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}}428 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' 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.{{/info}} 433 433 434 434 == Numeric data types and suffixes == 435 435 ... ... @@ -538,22 +538,22 @@ 538 538 lt 539 539 \\< (<)|binary| 540 540 {{code}}1 lt 3{{/code}} 541 -\\{{code}}1 < 3{{/code}}|{{code}}true{{/code}}|Less than 537 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|Less than 542 542 | 543 543 le 544 544 \\<=|binary| 545 545 {{code}}1 le 3{{/code}} 546 -\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 542 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 547 547 | 548 548 gt 549 549 \\> (>)|binary| 550 550 {{code}}1 gt 3{{/code}} 551 -\\{{code}}1 > 3{{/code}}|{{code}}false{{/code}}|Greater than 547 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|Greater than 552 552 | 553 553 ge 554 554 \\>=|binary| 555 555 {{code}}1 ge 3{{/code}} 556 -\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 552 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 557 557 |((( 558 558 = = 559 559 )))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to ... ... @@ -573,7 +573,7 @@ 573 573 574 574 === Operator precedence rules === 575 575 576 -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.572 +You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 577 577 578 578 * Unary operators: +, -, not, typeof, function-style operators (highest precedence) 579 579 * Power operator: ^ ... ... @@ -627,7 +627,7 @@ 627 627 * "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 628 628 ** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 629 629 * 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. 630 -* <, <=, >, >= 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.626 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 631 631 632 632 633 633 ... ... @@ -643,7 +643,7 @@ 643 643 644 644 See also the section about [[value properties>>MediaWiki.NULL]]. 645 645 646 -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'.642 +Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 647 647 \\To get a percent character in the result string, use '%%' in the format string. 648 648 \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 649 649 \\**[New as of X Rebirth 4.0]** ... ... @@ -675,7 +675,7 @@ 675 675 676 676 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 "[ ]". 677 677 678 -{{info}}When accessing a list 's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}}674 +{{info}}When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}} 679 679 680 680 681 681 ... ... @@ -685,7 +685,7 @@ 685 685 686 686 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 687 687 688 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}} 684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}} 689 689 690 690 691 691 ... ... @@ -707,15 +707,15 @@ 707 707 708 708 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 709 709 710 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table711 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\706 +* {{code}}table[]{{/code}} ⟹ creates an empty table 707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 712 712 713 713 714 714 715 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'716 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys717 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'718 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\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\\ 719 719 720 720 721 721 ... ... @@ -727,9 +727,9 @@ 727 727 728 728 == Value properties == 729 729 730 -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.726 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 731 731 732 -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.728 +Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 733 733 734 734 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: 735 735 ... ... @@ -781,7 +781,7 @@ 781 781 782 782 * {{code}}[1, 6, 8].average{{/code}} ⟹ 5 783 783 784 -**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 list780 +**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 785 785 786 786 * {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 787 787 ... ... @@ -905,7 +905,7 @@ 905 905 906 906 <code>(typeof $value).isstring</code>"{{/info}} 907 907 908 -{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won 't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}}904 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there wonΓÇÖt be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}} 909 909 910 910 \\ 911 911 ... ... @@ -917,9 +917,9 @@ 917 917 918 918 You can access many player-related game properties via the keyword "player": 919 919 920 -* player.**name**: The player 's name916 +* player.**name**: The playerΓÇÖs name 921 921 * player.**age**: The passed in-game time since game start 922 -* player.**money**: The money in the player 's account918 +* player.**money**: The money in the playerΓÇÖs account 923 923 * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 924 924 925 925 ... ... @@ -1089,7 +1089,7 @@ 1089 1089 1090 1090 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. 1091 1091 1092 -{{code language="xml"}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}1088 +{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1093 1093 1094 1094 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. 1095 1095 ... ... @@ -1115,11 +1115,11 @@ 1115 1115 1116 1116 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1117 1117 1118 -{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}1114 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1119 1119 1120 1120 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1121 1121 1122 -{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}}1118 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}} 1123 1123 1124 1124 {{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1125 1125 ... ... @@ -1127,26 +1127,29 @@ 1127 1127 1128 1128 \\ 1129 1129 1126 +(% id="categorybroken_macroanchorrandom-ranges" %) 1127 + 1130 1130 == Random ranges == 1131 1131 1132 1132 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1133 1133 1134 -{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}}1132 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1135 1135 1136 1136 To select a random element from a list, this syntax can be used: 1137 1137 1138 -{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}1136 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1139 1139 1140 1140 To get a random number within a given range, you can use min/max: 1141 1141 1142 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}1140 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1143 1143 1144 1144 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1145 1145 1146 1146 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1147 1147 1148 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}1146 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1149 1149 1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1150 1150 \\(% id="variables-and-namespaces" %) 1151 1151 1152 1152 = Variables and namespaces = ... ... @@ -1153,43 +1153,44 @@ 1153 1153 1154 1154 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). 1155 1155 1156 - 1155 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1157 1157 \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1158 1158 1159 1159 == Creating and removing variables == 1160 1160 1161 -You can create variables with certain actions and conditions, such as the <set_value> action: 1160 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1162 1162 1163 -{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}}1162 +{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1164 1164 1165 1165 <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>.) 1166 1166 1167 -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.1166 +The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1168 1168 1169 -{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}}1168 +{{code}}<set_value name="$foo" operation="add" />{{/code}} 1170 1170 1171 1171 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1172 1172 1173 -{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\1172 +{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1174 1174 1175 1175 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): 1176 1176 1177 -{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}1176 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1178 1178 1179 1179 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. 1180 1180 1181 1181 Appending is easier than that. The following actions are equivalent: 1182 1182 1183 -{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}1182 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1184 1184 1185 1185 Inserting at a position below 1 or above $list.count + 1 is not possible. 1186 1186 1187 1187 To remove variables or list/table entries, use <remove_value>: 1188 1188 1189 -{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\1188 +{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1190 1190 1191 1191 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1192 1192 1192 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1193 1193 \\\\\\(% id="accessing-remote-variables" %) 1194 1194 1195 1195 == Accessing remote variables == ... ... @@ -1196,12 +1196,13 @@ 1196 1196 1197 1197 You can also read and write variables in other cues by using the variable name as property key: 1198 1198 1199 -{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}1199 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1200 1200 1201 1201 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1202 1202 1203 -{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}}1203 +{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1204 1204 1205 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1205 1205 \\\\\\(% id="namespaces" %) 1206 1206 1207 1207 == Namespaces == ... ... @@ -1210,15 +1210,15 @@ 1210 1210 1211 1211 Consider this case: 1212 1212 1213 -{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}1214 +{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1214 1214 1215 -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.1216 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue. 1216 1216 1217 1217 You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1218 1218 1219 1219 (% id="defining-a-cues-namespace" %) 1220 1220 1221 -=== Defining a cue 's namespace ===1222 +=== Defining a cueΓÇÖs namespace === 1222 1222 1223 1223 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: 1224 1224 ... ... @@ -1226,7 +1226,9 @@ 1226 1226 * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1227 1227 * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1228 1228 1230 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1229 1229 1230 -{{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: 1231 1231 1232 -<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}} 1233 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example: 1234 + 1235 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}