Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
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edited by Daniel Turner
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edited by Daniel Turner
on 2023/08/22 19:09
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... ... @@ -1,12 +1,13 @@ 1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. \\1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 2 2 3 -An introduction to the original MD can be found in the[[ (% &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 -{{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 +{{info}} 8 +The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 9 +{{/info}} 8 8 9 -(% id="md-scripts" %) 10 10 11 11 {{toc/}} 12 12 ... ... @@ -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.18 +MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names. 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.20 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]] (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 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 ... ... @@ -32,15 +32,19 @@ 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}} 36 +{{code language="xml"}} 37 +-logfile debuglog.txt 38 +{{/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}} 42 +{{code language="xml"}} 43 +-debug scripts 44 +{{/code}} 40 40 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. \\46 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 42 42 43 -The script action <debug_text> can be used to print debug messages from within a script. \\48 +The script action <debug_text> can be used to print debug messages from within a script. 44 44 45 45 = MD script structure = 46 46 ... ... @@ -77,17 +77,16 @@ 77 77 78 78 * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 79 79 * **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 80 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. \\85 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 81 81 82 82 83 - 84 84 * **Complete**: The cue has finished performing its actions. 85 85 * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 86 86 87 -\\ 91 +{{info}} 92 +There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed. 93 +{{/info}} 88 88 89 -{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}} 90 - 91 91 This is how a cue node looks like: 92 92 93 93 {{code language="xml"}} ... ... @@ -150,10 +150,9 @@ 150 150 151 151 If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 152 152 153 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). \\157 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 154 154 155 155 156 - 157 157 * 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. 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). ... ... @@ -180,10 +180,11 @@ 180 180 181 181 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 182 182 186 +{{info}} 187 +**Reminder** 188 +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. 189 +{{/info}} 183 183 184 - 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}} 186 - 187 187 == Actions == 188 188 189 189 The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: ... ... @@ -214,12 +214,12 @@ 214 214 <actions> 215 215 {{/code}} 216 216 221 +{{info}} 222 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 223 +{{/info}} 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}} 220 220 221 - 222 - 223 223 Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 224 224 225 225 Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. ... ... @@ -232,7 +232,9 @@ 232 232 233 233 Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 234 234 235 -{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 239 +{{info}} 240 +The syntax of libraries is considerably different from the syntax in the MD of X3TC. 241 +{{/info}} 236 236 237 237 238 238 ... ... @@ -285,11 +285,12 @@ 285 285 </library> 286 286 {{/code}} 287 287 294 +{{warning}} 295 +These examples are definitely <u>not</u> examples of good scripting style. 296 +{{/warning}} 288 288 289 -{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 290 290 291 291 292 - 293 293 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. 294 294 295 295 Notes: ... ... @@ -296,7 +296,7 @@ 296 296 297 297 * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 298 298 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 299 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. (% id="library-parameters" %)306 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 300 300 301 301 == Library Parameters == 302 302 ... ... @@ -341,7 +341,7 @@ 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** 351 +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.** 345 345 \\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. 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 ... ... @@ -349,16 +349,18 @@ 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."/}} 359 +{{info}} 360 +<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. 361 +{{/info}} 353 353 354 354 == Access to instances == 355 355 365 +{{info}} 366 +This sub-section requires basic knowledge of script expressions. 367 +{{/info}} 356 356 357 357 358 -{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 359 359 360 - 361 - 362 362 In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 363 363 364 364 When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one. ... ... @@ -367,7 +367,7 @@ 367 367 368 368 Example chart: 369 369 370 -[[~[~[image: ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\379 +[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 371 371 372 372 This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 373 373 ... ... @@ -392,15 +392,11 @@ 392 392 393 393 Some additional common pitfalls with respect to instantiation are listed here. There may be more. 394 394 395 -* **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: \\404 +* **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.$foo"/> 399 -{{/code}} 406 +{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}} 400 400 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}} 408 +{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 404 404 405 405 * **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. 406 406 * **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. ... ... @@ -409,38 +409,39 @@ 409 409 410 410 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:** 411 411 412 -* {{code}}0{{/code}} (integer number) 413 -* {{code}}0772{{/code}} (leading 0 means octal integer number) 414 -* {{code}}3.14159{{/code}} (floating point number) 415 -* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 416 -* {{code}}0xCAFE{{/code}} (hexadecimal integer number) 417 +* {{code language="xml"}}0{{/code}} (integer number) 418 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 419 +* {{code language="xml"}}3.14159{{/code}} (floating point number) 420 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 421 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 417 417 423 +{{info}} 424 +Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 425 +{{/info}} 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}} 421 421 422 - 423 - 424 424 You can write string literals by putting the string in single quotes: 425 425 426 -* {{code}}'Hello world'{{/code}} 427 -* {{code}}''{{/code}} (empty string) 428 -* {{code}}'String with a line break\n'{{/code}} 431 +* {{code language="xml"}}'Hello world'{{/code}} 432 +* {{code language="xml"}}''{{/code}} (empty string) 433 +* {{code language="xml"}}'String with a line break\n'{{/code}} 429 429 435 +{{info}} 436 +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 ''' 437 +''' for the backslash itself. 438 +{{/info}} 430 430 431 - 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}} 433 - 434 434 == Numeric data types and suffixes == 435 435 436 436 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: 437 437 438 -* {{code}}5000000000L{{/code}} (large integer) 439 -* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 440 -* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 441 -* {{code}}500m{{/code}} (Length in metres) 442 -* {{code}}10s{{/code}} (Time in seconds) 443 -* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 444 +* {{code language="xml"}}5000000000L{{/code}} (large integer) 445 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 446 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 447 +* {{code language="xml"}}500m{{/code}} (Length in metres) 448 +* {{code language="xml"}}10s{{/code}} (Time in seconds) 449 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 444 444 445 445 A space between number and suffix is allowed. 446 446 ... ... @@ -481,7 +481,9 @@ 481 481 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 482 482 ))) 483 483 484 -{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 490 +{{info}} 491 +All unit data types are floating point types, except for money, which is an integer data type. 492 +{{/info}} 485 485 486 486 == Operators == 487 487 ... ... @@ -490,86 +490,85 @@ 490 490 (% style="margin-left: 0.0px;" %) 491 491 ((( 492 492 |Operator / Delimiter / Constant|Type|Example|Result of example|Description 493 -|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 494 -|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 495 -|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 496 -|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 497 -|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 498 -|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 499 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 500 -|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 501 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 502 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 503 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 504 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 505 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 506 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 507 +|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 508 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 501 501 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 502 -|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 503 -|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 504 -|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 510 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 511 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 512 +|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 505 505 |typeof|unary| 506 -{{code}}typeof null{{/code}} 507 -\\{{code}}typeof 0{{/code}} 508 -\\{{code}}typeof 'Hello world'{{/code}}| 509 -{{code}}datatype.null{{/code}} 510 -\\{{code}}datatype.integer{{/code}} 511 -\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 514 +{{code language="xml"}}typeof null{{/code}} 515 +\\{{code language="xml"}}typeof 0{{/code}} 516 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}| 517 +{{code language="xml"}}datatype.null{{/code}} 518 +\\{{code language="xml"}}datatype.integer{{/code}} 519 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 512 512 |sin|unary| 513 -{{code}}sin(30deg){{/code}} 514 -\\{{code}}sin(pi){{/code}}| 515 -{{code}}0.5{{/code}} 516 -\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 521 +{{code language="xml"}}sin(30deg){{/code}} 522 +\\{{code language="xml"}}sin(pi){{/code}}| 523 +{{code language="xml"}}0.5{{/code}} 524 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required) 517 517 |cos|unary| 518 -{{code}}cos(60deg){{/code}} 519 -\\{{code}}cos(pi){{/code}}| 520 -{{code}}0.5{{/code}} 521 -\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 522 -|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 523 -|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 524 -|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 525 -|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 526 -|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 527 -|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 528 -|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 526 +{{code language="xml"}}cos(60deg){{/code}} 527 +\\{{code language="xml"}}cos(pi){{/code}}| 528 +{{code language="xml"}}0.5{{/code}} 529 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required) 530 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 531 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 532 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 533 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power 534 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication 535 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division 536 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division) 529 529 |+|binary| 530 -{{code}}1 + 1{{/code}} 531 -\\{{code}}'Hello' + ' world'{{/code}}| 532 -{{code}}2{{/code}} 533 -\\{{code}}'Hello world'{{/code}}| 538 +{{code language="xml"}}1 + 1{{/code}} 539 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}| 540 +{{code language="xml"}}2{{/code}} 541 +\\{{code language="xml"}}'Hello world'{{/code}}| 534 534 Addition 535 535 \\String concatenation 536 -|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 544 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction 537 537 | 538 538 lt 539 539 \\< (<)|binary| 540 -{{code}}1 lt 3{{/code}} 541 -\\{{code}}1 <3{{/code}}|{{code}}true{{/code}}|Less than548 +{{code language="xml"}}1 lt 3{{/code}} 549 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than 542 542 | 543 543 le 544 544 \\<=|binary| 545 -{{code}}1 le 3{{/code}} 546 -\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to553 +{{code language="xml"}}1 le 3{{/code}} 554 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to 547 547 | 548 548 gt 549 549 \\> (>)|binary| 550 -{{code}}1 gt 3{{/code}} 551 -\\{{code}}1 >3{{/code}}|{{code}}false{{/code}}|Greater than558 +{{code language="xml"}}1 gt 3{{/code}} 559 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than 552 552 | 553 553 ge 554 554 \\>=|binary| 555 -{{code}}1 ge 3{{/code}} 556 -\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to563 +{{code language="xml"}}1 ge 3{{/code}} 564 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 557 557 |((( 558 558 = = 559 -)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 560 -|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 561 -|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 562 -|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 567 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 568 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 569 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 570 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 563 563 | 564 564 if ... then ... 565 565 \\if ... then ... else ...|ternary| 566 -{{code}}if 1 == 2 then 'F'{{/code}} 567 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 568 -{{code}}null{{/code}} 569 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 574 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 575 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 576 +{{code language="xml"}}null{{/code}} 577 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 578 +))) 570 570 571 -)))(% id="operator-precedence-rules" %) 572 -(%%) 573 573 574 574 === Operator precedence rules === 575 575 ... ... @@ -585,7 +585,6 @@ 585 585 * or 586 586 * if/then/else (lowest precedence) 587 587 588 -(% id="type-conversion" %) 589 589 590 590 === Type conversion === 591 591 ... ... @@ -601,21 +601,20 @@ 601 601 602 602 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: 603 603 604 -* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 605 -* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 610 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 611 +* {{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}} 606 606 607 -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.) 613 +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.) 608 608 609 609 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. 610 610 611 611 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: 612 612 613 -* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 614 -* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 619 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 620 +* {{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}} 615 615 616 616 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 617 617 618 -(% id="boolean-operators" %) 619 619 620 620 === Boolean operators === 621 621 ... ... @@ -625,21 +625,20 @@ 625 625 * 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**. 626 626 * != 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. 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 -** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 633 +** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 629 629 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 630 630 * <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 631 631 632 632 633 - 634 634 (% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 635 -(% id="categorybroken_macroanchorstrings-and-formatting" %) 636 636 640 + 637 637 {{{==}}} 638 638 639 639 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 640 640 641 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 642 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 645 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 646 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 643 643 644 644 See also the section about [[value properties>>MediaWiki.NULL]]. 645 645 ... ... @@ -649,9 +649,9 @@ 649 649 \\**[New as of X Rebirth 4.0]** 650 650 \\ 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): 651 651 652 -* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 653 -* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 654 -* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 656 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 657 +* {{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) 658 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 655 655 656 656 Additional remarks: 657 657 ... ... @@ -659,16 +659,10 @@ 659 659 * If "," is used without "." then any fractional digits are discarded. 660 660 * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero). 661 661 666 +{{info}} 667 +There are also special methods to [[NULL|format money values and time values]] using the "formatted" property. 668 +{{/info}} 662 662 663 - 664 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 665 - 666 - 667 - 668 -\\ 669 - 670 -(% id="categorybroken_macroanchorlists" %) 671 - 672 672 == Lists == 673 673 674 674 Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. ... ... @@ -675,56 +675,46 @@ 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}} 676 +{{info}} 677 +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." 678 +{{/info}} 679 679 680 - 681 - 682 682 Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 683 683 684 -{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 682 +{{info}} 683 +When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 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}} 687 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 688 +{{/info}} 689 689 690 - 691 - 692 -\\ 693 - 694 694 (% id="categorybroken_macroanchortables" %) 695 - 696 696 == Tables == 697 697 698 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. \\693 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 699 699 700 700 Almost all values are allowed as table keys, but there are a few exceptions: 701 701 702 702 * Strings must start with '$', like variables 703 703 * null cannot be used as table key (but the number 0 is valid) 704 -* Lists, tables, groups and buildplans cannot be used as table keys \\699 +* Lists, tables, groups and buildplans cannot be used as table keys 705 705 706 706 707 - 708 708 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 709 709 710 710 * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 711 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null \\705 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 712 712 713 713 714 - 715 715 * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 716 716 * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 717 717 * {{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 language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 719 719 720 720 714 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 721 721 722 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 723 - 724 -\\ 725 - 726 -(% id="categorybroken_macroanchorvalue-properties" %) 727 - 728 728 == Value properties == 729 729 730 730 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. ... ... @@ -742,31 +742,28 @@ 742 742 743 743 You can look up a property by appending a dot and the key in curly braces: 744 744 745 -* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 746 -* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 747 -* {{code}}[].{'count'}{{/code}} ⟹ 0 748 -* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42 \\733 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 734 +* {{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) 735 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 736 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 749 749 750 750 751 - 752 752 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 753 753 754 -* {{code}}[42].{'count'}{{/code}} 755 -* {{code}}$ship.{'name'}{{/code}} 756 -* {{code}}$ship.{'class'}{{/code}} 757 -* {{code}}table[$foo='bar'].{'$foo'}{{/code}} \\741 +* {{code language="xml"}}[42].{'count'}{{/code}} 742 +* {{code language="xml"}}$ship.{'name'}{{/code}} 743 +* {{code language="xml"}}$ship.{'class'}{{/code}} 744 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 758 758 759 759 760 - 761 761 But it is easier just to write the property key without braces, which is equivalent: 762 762 763 -* {{code}}[0].count{{/code}} 764 -* {{code}}$ship.name{{/code}} 765 -* {{code}}$ship.class{{/code}} 766 -* {{code}}table[$foo='bar'].$foo{{/code}} \\749 +* {{code language="xml"}}[0].count{{/code}} 750 +* {{code language="xml"}}$ship.name{{/code}} 751 +* {{code language="xml"}}$ship.class{{/code}} 752 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 767 767 768 768 769 - 770 770 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 771 771 772 772 A list has even more properties: ... ... @@ -775,19 +775,19 @@ 775 775 776 776 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 777 777 778 -* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 763 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1 779 779 780 780 **average'** returns the average (but all element types have to be compatible) 781 781 782 -* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 767 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 783 783 784 784 **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 list 785 785 786 -* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 771 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 787 787 788 788 **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) 789 789 790 -* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 775 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 791 791 792 792 A table has different properties: 793 793 ... ... @@ -794,53 +794,42 @@ 794 794 * '**clone'** creates a shallow copy of the table 795 795 * '**keys'** allows you to access data about the table's keys 796 796 797 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: \\782 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 798 798 799 799 800 800 801 -* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) \\786 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 802 802 803 803 789 +* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 790 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 804 804 805 -* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 806 -* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 792 +{{info}} 793 +The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 794 +{{/info}} 807 807 796 +=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 808 808 809 - 810 -{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 811 - 812 - 813 - 814 -(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 815 - 816 - 817 -{{{===}}} 818 - 819 819 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: 820 820 821 -* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 822 -* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 823 -* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' \\800 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 801 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 802 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 824 824 825 825 826 - 827 827 The question mark can even be applied to variables: 828 828 829 -* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 830 -* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 807 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 808 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 831 831 832 832 To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 833 833 834 -* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 835 -* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 836 -* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 812 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 813 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 814 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 837 837 838 838 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. 839 839 840 -\\ 841 - 842 -(% id="static-lookups" %) 843 - 844 844 === Static lookups === 845 845 846 846 There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes. ... ... @@ -849,10 +849,6 @@ 849 849 850 850 (% style="margin-left: 0.0px;" %) 851 851 ((( 852 -\\ 853 - 854 - 855 - 856 856 |Data type (= value name)|Examples|Description 857 857 |class| 858 858 class.ship ... ... @@ -897,22 +897,20 @@ 897 897 \\faction.argongovernment|Factions 898 898 ))) 899 899 900 -{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 870 +{{info}} 871 +With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 901 901 902 902 <code>typeof $value == datatype.faction</code> 903 903 904 904 However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 905 905 906 -<code>(typeof $value).isstring</code>"{{/info}} 877 +<code>(typeof $value).isstring</code>" 878 +{{/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}} 880 +{{info}} 881 +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." 882 +{{/info}} 909 909 910 -\\ 911 - 912 - 913 - 914 -(% id="player-properties" %) 915 - 916 916 === Player properties === 917 917 918 918 You can access many player-related game properties via the keyword "player": ... ... @@ -920,20 +920,17 @@ 920 920 * player.**name**: The player's name 921 921 * player.**age**: The passed in-game time since game start 922 922 * player.**money**: The money in the player's account 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 \\891 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 924 924 925 925 926 - 927 927 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 928 -* player.**entity**: The actual player object \\895 +* player.**entity**: The actual player object 929 929 930 930 931 - 932 932 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 933 933 * player.**copilot**: The co-pilot NPC 934 934 935 935 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 936 -\\(% id="safe-properties" %) 937 937 938 938 === Safe properties === 939 939 ... ... @@ -948,28 +948,22 @@ 948 948 949 949 These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error. 950 950 951 -(% id="categorybroken_macroanchormoney-and-time-formatting" %) ===Money and time formatting916 +=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) === 952 952 953 - 954 -{{{===}}} 955 - 956 956 **[New as of X Rebirth 4.0]** 957 957 \\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. 958 958 959 -* {{code}}$money.formatted.{'formatstring'}{{/code}} 960 -* {{code}}$money.formatted.default{{/code}} (using default format string '%s') \\921 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 922 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 961 961 962 962 925 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 926 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 963 963 964 -* {{code}}$time.formatted.{'formatstring'}{{/code}} 965 -* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 966 - 967 967 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 968 968 969 -When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: \\930 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 970 970 971 - 972 - 973 973 |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.) 974 974 |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'. 975 975 |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated) ... ... @@ -984,46 +984,39 @@ 984 984 * %G: Credits (truncated) in Giga format 985 985 * %T: Credits (truncated) in Tera format 986 986 * %Cr: Localised "Cr" string 987 -* %%: A % sign \\946 +* %%: A % sign 988 988 989 989 949 +Examples: 990 990 991 -Examples:\\ 951 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 952 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 953 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 954 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 955 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 992 992 993 - 994 - 995 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 996 -* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 997 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 998 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 999 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 1000 - 1001 1001 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1002 1002 1003 1003 Examples: 1004 1004 1005 -* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1006 -* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1007 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1008 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 961 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} 962 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 963 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 964 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 1009 1009 1010 -(% id="complete-property-documentation" %) 1011 - 1012 1012 === Complete property documentation === 1013 1013 1014 1014 To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 1015 1015 1016 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. \\970 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1017 1017 972 +{{info}} 973 +scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1018 1018 1019 - 1020 -{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1021 - 1022 1022 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1023 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 976 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 977 +{{/info}} 1024 1024 1025 - 1026 - 1027 1027 This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field: 1028 1028 1029 1029 * Enter the beginning of a base keyword ... ... @@ -1032,26 +1032,14 @@ 1032 1032 * After the dot, you can enter a property name 1033 1033 * You can also enter a dot (".") as first character to search globally for a property 1034 1034 1035 -\\ 987 +{{info}} 988 +The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class. 989 +{{/info}} 1036 1036 1037 - 1038 - 1039 -{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}} 1040 - 1041 - 1042 - 1043 -\\ 1044 - 1045 -(% id="md-refreshing-and-patching" %) 1046 - 1047 1047 = MD refreshing and patching = 1048 1048 1049 1049 When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 1050 1050 1051 -\\ 1052 - 1053 -(% id="details-and-restrictions" %) 1054 - 1055 1055 == Details and restrictions == 1056 1056 1057 1057 Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: ... ... @@ -1071,139 +1071,166 @@ 1071 1071 * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1072 1072 * Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1073 1073 1074 -\\ 1014 +{{warning}} 1015 +Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1016 +{{/warning}} 1075 1075 1018 +{{warning}} 1019 +When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary. 1020 +{{/warning}} 1076 1076 1077 - 1078 -{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1079 - 1080 -{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}} 1081 - 1082 - 1083 - 1084 -\\ 1085 - 1086 -(% id="patching" %) 1087 - 1088 1088 == Patching == 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}} 1026 +{{code language="xml"}} 1027 + <cue [...] version="42"> 1028 + <conditions> [...] </conditions> 1029 + <actions> [...] </actions> 1030 + <patch sinceversion="42"> 1031 + [patch actions] 1032 + </patch> 1033 + </cue> 1034 +{{/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 1096 1096 A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 1097 1097 1098 -{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1040 +{{info}} 1041 +The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1042 +{{/info}} 1099 1099 1100 - 1101 - 1102 -\\ 1103 - 1104 -(% id="common-attribute-groups" %) 1105 - 1106 1106 = Common attribute groups = 1107 1107 1108 1108 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1109 1109 1110 -\\ 1111 - 1112 -(% id="categorybroken_macroanchorvalue-comparisons" %) 1113 - 1114 1114 == Value comparisons == 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 $amount != 0"/>{{/code}} 1052 +{{code language="xml"}} 1053 + <check_value value="$ware == ware.silicon and $amount != 0"/> 1054 +{{/code}} 1119 1119 1120 1120 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1121 1121 1122 -{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}} 1058 +{{code language="xml"}} 1059 + <check_value value="FooCue.state" exact="cuestate.complete"/> 1060 + <check_value value="$foo.count" min="5"/> 1061 + <check_value value="$foo" max="player.age + 1min"/> 1062 + <check_value value="player.money" min="300Cr" max="600Cr"/> 1063 + <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1064 + <check_value value="$attention" min="attention.visible"/> 1065 +{{/code}} 1123 1123 1124 -{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1067 +{{info}} 1068 +Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1069 +{{/info}} 1125 1125 1126 - 1127 - 1128 -\\ 1129 - 1130 1130 == Random ranges == 1131 1131 1132 1132 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1133 1133 1134 -{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1075 +{{code language="xml"}} 1076 + <set_value name="$race" exact="race.teladi"/> 1077 +{{/code}} 1135 1135 1136 1136 To select a random element from a list, this syntax can be used: 1137 1137 1138 -{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1081 +{{code language="xml"}} 1082 + <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1083 +{{/code}} 1139 1139 1140 1140 To get a random number within a given range, you can use min/max: 1141 1141 1142 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1087 +{{code language="xml"}} 1088 + <set_value name="$foo" min="-20" max="20"/> 1089 + <set_value name="$timeout" max="20s"/> 1090 +{{/code}} 1143 1143 1144 1144 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1145 1145 1146 1146 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1147 1147 1148 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1096 +{{code language="xml"}} 1097 + <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1098 +{{/code}} 1149 1149 1150 -\\(% id="variables-and-namespaces" %) 1151 1151 1152 1152 = Variables and namespaces = 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 - 1157 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1158 - 1159 1159 == Creating and removing variables == 1160 1160 1161 1161 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}} 1109 +{{code language="xml"}} 1110 + <set_value name="$foo" exact="$bar + 1" /> 1111 +{{/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 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. 1168 1168 1169 -{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}} 1117 +{{code language="xml"}} 1118 + <set_value name="$foo" operation="add" /> 1119 +{{/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.$foo" exact="42" />{{/code}}\\ 1123 +{{code language="xml"}} 1124 + <set_value name="$list.{1}" exact="42" /> 1125 + <set_value name="$table.$foo" exact="42" /> 1126 +{{/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="$list.{1}" exact="42" operation="insert" />{{/code}} 1130 +{{code language="xml"}} 1131 + <set_value name="$list.{1}" exact="42" operation="insert" /> 1132 +{{/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="$list" exact="42" />{{/code}} 1138 +{{code language="xml"}} 1139 + <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1140 + <append_to_list name="$list" exact="42" /> 1141 +{{/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.$foo" />{{/code}}\\ 1147 +{{code language="xml"}} 1148 + <remove_value name="$foo" /> 1149 + <remove_value name="$list.{1}" /> 1150 + <remove_value name="$table.$foo" /> 1151 +{{/code}} 1190 1190 1191 1191 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1192 1192 1193 -\\\\\\(% id="accessing-remote-variables" %) 1194 1194 1195 1195 == Accessing remote variables == 1196 1196 1197 1197 You can also read and write variables in other cues by using the variable name as property key: 1198 1198 1199 -{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1160 +{{code language="xml"}} 1161 + <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1162 + <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1163 +{{/code}} 1200 1200 1201 1201 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1202 1202 1203 -{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1167 +{{code language="xml"}} 1168 + <set_value name="static.$counter" operation="add" /> 1169 + <set_value name="parent.$foo" exact="42" /> 1170 + <set_value name="this.$bar" exact="parent" /> 1171 + <set_value name="$baz" exact="this.$bar.$foo" /> 1172 +{{/code}} 1204 1204 1205 -\\\\\\(% id="namespaces" %) 1206 - 1207 1207 == Namespaces == 1208 1208 1209 1209 In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. ... ... @@ -1210,14 +1210,22 @@ 1210 1210 1211 1211 Consider this case: 1212 1212 1213 -{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1180 +{{code language="xml"}} 1181 +<cue name="Root"> 1182 + <actions> 1183 + <set_value name="$foo" /> 1184 + </actions> 1185 + <cues> 1186 + <cue name="SubCue"> [...] 1187 + </cue> 1188 + </cues> 1189 +</cue> 1190 +{{/code}} 1214 1214 1215 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 1216 1217 1217 You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1218 1218 1219 -(% id="defining-a-cues-namespace" %) 1220 - 1221 1221 === Defining a cue's 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: ... ... @@ -1226,7 +1226,13 @@ 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 1204 +{{warning}} 1205 +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: 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 - 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.$foo (error) --></cue></code>{{/warning}} 1207 +{{code language="xml"}} 1208 +<cue name="LibRef" ref="Lib"> 1209 + <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1210 + <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1211 +</cue> 1212 +{{/code}} 1213 +{{/warning}}
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