Changes for page Mission Director Guide

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1 -Mission Director Guide
1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
Parent
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1 -X Rebirth Wiki.Modding support.WebHome
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1 -Broken_macro/anchor|Broken macro/anchor
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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 +{{info body="Please note that this is officially-maintained documentation.
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 +To ensure that you can rely on the information having been checked by Egosoft, you will not be able to edit this page."/}}
4 4  
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}}
8 8  
9 -(% id="md-scripts" %)
7 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
10 10  
9 +
10 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.
11 +
12 +
13 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %) (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
14 +
15 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
16 +
17 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.
18 +
19 +
20 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
21 +
22 +
23 +(% id="table-of-contents" %)
24 +
25 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) =
26 +
27 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
28 +
11 11  {{toc/}}
12 12  
13 -= MD scripts =
31 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
14 14  
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 **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.
34 +(% id="md-scripts" %)
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.
36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) =
20 20  
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.
38 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions.
22 22  
23 -{{info}}
24 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
40 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
25 25  
26 -To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."
27 -{{/info}}
42 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
28 28  
29 -== Script debug output ==
44 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
30 30  
31 -The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
46 +{{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
32 32  
33 -To collect all messages in a file, start the game with the following parameters on the command line:
48 +To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."/}}
34 34  
35 -{{code language="xml"}}-logfile debuglog.txt{{/code}}
36 36  
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 language="xml"}}-debug scripts{{/code}}
52 +(% id="categorybroken_macroanchorscript-debug-output" %)
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.\\
54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) ==
42 42  
43 -The script action <debug_text> can be used to print debug messages from within a script.\\
56 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].
44 44  
45 -= MD script structure =
58 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line:
46 46  
47 -In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file.
60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}}
48 48  
49 -The XML root node of an MD file is called "mdscript" and looks like this:
62 +(% style="color: rgb(0,0,0);text-decoration: none;" %)All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line:
50 50  
64 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}}
65 +
66 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.
67 +
68 +
69 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script.
70 +
71 +
72 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
73 +
74 +
75 +(% id="md-script-structure" %)
76 +
77 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) =
78 +
79 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file.
80 +
81 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
82 +
51 51  {{code language="xml"}}
52 52  <?xml version="1.0" encoding="utf-8"?>
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.
88 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
57 57  
58 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
90 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
59 59  
60 60  {{code language="xml"}}
61 61  <?xml version="1.0" encoding="utf-8"?>
... ... @@ -69,27 +69,36 @@
69 69  </mdscript>
70 70  {{/code}}
71 71  
72 -== Cues ==
104 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
73 73  
74 -Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
106 +(% id="categorybroken_macroanchorcues" %)
75 75  
76 -A cue can have the following states:
108 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) ==
77 77  
78 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
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.\\
110 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues.
81 81  
112 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states:
82 82  
114 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing.
115 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met.
116 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state.
117 +\\
118 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions.
119 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue.
83 83  
84 -* **Complete**: The cue has finished performing its actions.
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.
121 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
86 86  
87 -\\
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}}
124 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />
125 +</span>"/}}
90 90  
91 -This is how a cue node looks like:
92 92  
128 +
129 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
130 +
131 +
132 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like:
133 +
93 93  {{code language="xml"}}
94 94  <cue name="CueName">
95 95   <conditions> [...]
... ... @@ -102,18 +102,23 @@
102 102  </cue>
103 103  {{/code}}
104 104  
105 -The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.
146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.
106 106  
107 -== Conditions ==
148 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
108 108  
109 -The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions.
110 110  
111 -**Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
151 +(% id="categorybroken_macroanchorconditions" %)
112 112  
113 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_" so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) ==
114 114  
115 -Example for an event condition:
155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions.
116 116  
157 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
158 +
159 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
160 +
161 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition:
162 +
117 117  {{code language="xml"}}
118 118  <conditions>
119 119   <event_object_destroyed object="$target"/>
... ... @@ -120,7 +120,7 @@
120 120  </conditions>
121 121  {{/code}}
122 122  
123 -Example for an event condition with an additional (non-event) check:
169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check:
124 124  
125 125  {{code language="xml"}}
126 126  <conditions>
... ... @@ -129,7 +129,7 @@
129 129  </conditions>
130 130  {{/code}}
131 131  
132 -Example for an event condition with two alternative events and a common additional check:
178 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check:
133 133  
134 134  {{code language="xml"}}
135 135  <conditions>
... ... @@ -144,710 +144,704 @@
144 144  </conditions>
145 145  {{/code}}
146 146  
147 -For more information about expressions and event parameters, see below.
193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below.
148 148  
149 -**<check_all>** and **<check_any>** can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.
195 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue.
150 150  
151 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
197 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %).
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).\\
199 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
200 +\\
201 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
154 154  
203 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
155 155  
205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
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.
207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start.
158 158  
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).
209 +{{code}}&lt;cue name=&quot;Foo&quot; checktime=&quot;1h&quot; checkinterval=&quot;5s&quot;&gt;  &lt;conditions&gt;  [...]&lt;/cue&gt;{{/code}}
160 160  
161 -Examples:
211 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.
162 162  
163 -Check conditions every 5 seconds, but start checking only 1 hour after game start.
213 +{{code}}&lt;cue name=&quot;Foo&quot; checktime=&quot;player.age + 3s&quot; onfail=&quot;cancel&quot;&gt;  &lt;conditions&gt;  [...]&lt;/cue&gt;{{/code}}
164 164  
165 -{{code language="xml"}}
166 -<cue name="Foo" checktime="1h" checkinterval="5s">
167 - <conditions>
168 - [...]
169 -</cue>
170 -{{/code}}
215 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
171 171  
172 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure.
217 +\\
173 173  
174 -{{code language="xml"}}
175 -<cue name="Foo" checktime="player.age + 3s" onfail="cancel">
176 - <conditions>
177 - [...]
178 -</cue>
179 -{{/code}}
180 180  
181 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
182 182  
221 +{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}}
183 183  
184 184  
185 -{{info}}
186 -**Reminder**
187 -When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}}
188 188  
189 -== Actions ==
225 +\\
190 190  
191 -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>:
227 +(% id="actions" %)
192 192  
193 -{{code language="xml"}}
194 -<delay min="10s" max="30s"/>
195 -{{/code}}
229 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) ==
196 196  
197 -Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that:
231 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
198 198  
199 -{{code language="xml"}}
200 -<event_cue_completed cue="parent"/>
201 -{{/code}}
233 +{{code}}&lt;delay min=&quot;10s&quot; max=&quot;30s&quot;/&gt;{{/code}}
202 202  
203 -<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.
235 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that:
204 204  
205 -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>.
237 +{{code}}&lt;event_cue_completed cue=&quot;parent&quot;/&gt;{{/code}}
206 206  
207 -Example, which selects one of the three texts randomly:
239 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
208 208  
209 -{{code language="xml"}}
210 -<actions>
211 - <do_any>
212 - <debug_text text="'Hello world'"/>
213 - <debug_text text="'Welcome to the MD'"/>
214 - <debug_text text="'And now for something completely different'"/>
215 - </do_any>
216 -<actions>
217 -{{/code}}
241 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
218 218  
243 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly:
219 219  
245 +{{code}}&lt;actions&gt; &lt;do_any&gt;   &lt;debug_text text=&quot;'Hello world'&quot;/&gt;   &lt;debug_text text=&quot;'Welcome to the MD'&quot;/&gt;   &lt;debug_text text=&quot;'And now for something completely different'&quot;/&gt; &lt;/do_any&gt;&lt;actions&gt;{{/code}}
220 220  
221 -{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}}
247 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}}
222 222  
223 223  
224 224  
225 -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.
251 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
226 226  
227 -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.
253 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
228 228  
229 -**<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
255 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery.
230 230  
231 -Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
257 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed.
232 232  
233 -= Libraries =
259 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
234 234  
235 -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.
236 236  
237 -{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
262 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
238 238  
264 +(% id="libraries" %)
239 239  
266 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) =
240 240  
241 -Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
268 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
242 242  
243 -{{code language="xml"}}
244 -<library name="LibFoo" checktime="1h" checkinterval="5s">
245 - <conditions>
246 - [...]
247 -</library>
248 -{{/code}}
270 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}}
249 249  
250 -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.
251 251  
252 -To use a library, use the attribute ref:
253 253  
254 -{{code language="xml"}}
255 -<cue name="Foo" ref="LibFoo"/>
256 -{{/code}}
274 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
257 257  
258 -This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix:
276 +{{code}}&lt;library name=&quot;LibFoo&quot; checktime=&quot;1h&quot; checkinterval=&quot;5s&quot;&gt;  &lt;conditions&gt;  [...]&lt;/library&gt;{{/code}}
259 259  
260 -{{code language="xml"}}
261 -<cue name="Foo" ref="md.ScriptName.LibFoo"/>
262 -{{/code}}
278 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
263 263  
264 -When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.)
280 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref:
265 265  
266 -Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!
282 +{{code}}&lt;cue name=&quot;Foo&quot; ref=&quot;LibFoo&quot;/&gt;{{/code}}
267 267  
268 -In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:
284 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix:
269 269  
270 -{{code language="xml"}}
271 -<cue name="Foo" ref="LibFoo"/>
272 -<cue name="Bar" ref="LibFoo"/>
286 +{{code}}&lt;cue name=&quot;Foo&quot; ref=&quot;md.ScriptName.LibFoo&quot;/&gt;{{/code}}
273 273  
274 -<library name="LibFoo">
275 - <actions>
276 - <cancel_cue cue="this"/>
277 - <cancel_cue cue="LibFoo"/>
278 - <cancel_cue cue="Foo"/>
279 - <cancel_cue cue="Baz"/>
280 - <cancel_cue cue="md.Script.Foo"/>
281 - <cancel_cue cue="md.Script.LibFoo"/>
282 - <cancel_cue cue="md.Script.Baz"/>
283 - </actions>
284 - <cues>
285 - <cue name="Baz"> [...]
286 - </cues>
287 -</library>
288 -{{/code}}
288 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%))
289 289  
290 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!
290 290  
291 -{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
292 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples:
292 292  
294 +{{code}}&lt;cue name=&quot;Foo&quot; ref=&quot;LibFoo&quot;/&gt;&lt;cue name=&quot;Bar&quot; ref=&quot;LibFoo&quot;/&gt;&lt;library name=&quot;LibFoo&quot;&gt;  &lt;actions&gt;    &lt;cancel_cue cue=&quot;this&quot;/&gt;             &lt;!-- Cancels the cue referencing LibFoo --&gt;    &lt;cancel_cue cue=&quot;LibFoo&quot;/&gt;           &lt;!-- Cancels the cue referencing LibFoo --&gt;    &lt;cancel_cue cue=&quot;Foo&quot;/&gt;              &lt;!-- Error, Foo not found in library --&gt;    &lt;cancel_cue cue=&quot;Baz&quot;/&gt;              &lt;!-- Cancels Baz in the referencing cue --&gt;    &lt;cancel_cue cue=&quot;md.Script.Foo&quot;/&gt;    &lt;!-- Cancels Foo --&gt;    &lt;cancel_cue cue=&quot;md.Script.LibFoo&quot;/&gt; &lt;!-- Error, trying to cancel library --&gt;    &lt;cancel_cue cue=&quot;md.Script.Baz&quot;/&gt;    &lt;!-- Error, trying to cancel library sub-cue --&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;Baz&quot;&gt; [...] &lt;!-- Sub-cue is created in all cues referencing LibFoo --&gt;  &lt;/cues&gt;&lt;/library&gt;{{/code}}
293 293  
296 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}}
294 294  
295 -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.
296 296  
297 -Notes:
298 298  
299 -* 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).
300 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
301 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
300 +(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
302 302  
303 -== Library Parameters ==
302 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes:
304 304  
305 -A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
304 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).
305 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
306 +** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
306 306  
307 -Parameters are defined like this:
308 +(% id="library-parameters" %)
308 308  
309 -{{code language="xml"}}
310 -<library name="Lib" onfail="cancel">
311 - <params>
312 - <param name="foo"/>
313 - <param name="bar" default="42"/>
314 - <param name="baz" default="player.age"/>
315 - </params>
316 - [...]
317 -</library>
318 -{{/code}}
310 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) ==
319 319  
320 -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:
312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.
321 321  
322 -{{code language="xml"}}
323 -<cue name="Foo" ref="Lib">
324 - <param name="foo" value="race.argon"/>
325 - <param name="bar" value="0"/>
326 -</cue>
327 -{{/code}}
314 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this:
328 328  
329 -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 $baz would be created.
316 +{{code}}&lt;library name=&quot;Lib&quot; onfail=&quot;cancel&quot;&gt;  &lt;params&gt;    &lt;param name=&quot;foo&quot;/&gt;    &lt;param name=&quot;bar&quot; default=&quot;42&quot;/&gt;    &lt;param name=&quot;baz&quot; default=&quot;player.age&quot;/&gt;  &lt;/params&gt;  [...]&lt;/library&gt;{{/code}}
330 330  
331 -{{code language="xml"}}
332 -<library name="Lib">
333 - <params>
334 - <param name="foo"/>
335 - </params>
336 - <actions>
337 - <debug_text text="$foo"/>
338 - </actions>
339 -</library>
340 -{{/code}}
318 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
341 341  
342 -If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
320 +{{code}}&lt;cue name=&quot;Foo&quot; ref=&quot;Lib&quot;&gt; &lt;param name=&quot;foo&quot; value=&quot;race.argon&quot;/&gt; &lt;param name=&quot;bar&quot; value=&quot;0&quot;/&gt;&lt;/cue&gt;{{/code}}
343 343  
344 -= Instantiation =
322 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
345 345  
346 -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.**
347 -\\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.
348 -\\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.
324 +{{code}}&lt;library name=&quot;Lib&quot;&gt;  &lt;params&gt;    &lt;param name=&quot;foo&quot;/&gt;  &lt;/params&gt;  &lt;actions&gt;    &lt;debug_text text=&quot;$foo&quot;/&gt;  &lt;/actions&gt;&lt;/library&gt;{{/code}}
349 349  
350 -== Cleaning up instances explicitly ==
326 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.
351 351  
352 -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.
328 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
353 353  
354 -{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}}
355 355  
356 -== Access to instances ==
331 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
357 357  
333 +(% id="instantiation" %)
358 358  
335 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) =
359 359  
360 -{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
337 +(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again.
361 361  
339 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
362 362  
341 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
363 363  
364 -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.
343 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
365 365  
366 -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.
367 367  
368 -Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
346 +(% id="cleaning-up-instances-explicitly" %)
369 369  
370 -Example chart:
348 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) ==
371 371  
372 -[[~[~[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]]\\
350 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
373 373  
374 -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.
352 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}}
375 375  
376 -Example situations:
377 377  
378 -* In the static tree: Cue names in expressions are always resolved to the static cues.
379 -* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2).
380 -* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
381 -* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a)
382 -* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
383 -* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
384 384  
385 -In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
356 +(% id="access-to-instances" %)
386 386  
387 -To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves.
358 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) ==
388 388  
389 -In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).**
390 390  
391 -You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.)
392 392  
393 -== Pitfalls ==
362 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}}
394 394  
395 -Some additional common pitfalls with respect to instantiation are listed here. There may be more.
396 396  
397 -* **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:\\
398 398  
399 -{{code language="xml"}}
400 - <debug_text text="static.$foo"/>
401 -{{/code}}
402 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
403 -{{code language="xml"}}
404 -<set_value name="$foo" exact="static.$foo"/>
405 -{{/code}}
366 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
406 406  
407 -* **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.
408 -* **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.
368 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
409 409  
410 -= Expressions =
370 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
411 411  
412 -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:**
372 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart:
413 413  
414 -* {{code language="xml"}}0{{/code}} (integer number)
415 -* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number)
416 -* {{code language="xml"}}3.14159{{/code}} (floating point number)
417 -* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
418 -* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
374 +(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]
419 419  
420 420  
377 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
421 421  
422 -{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}}
379 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations:
423 423  
381 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues.
382 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
383 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
384 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
385 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
386 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
424 424  
388 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
425 425  
426 -You can write string literals by putting the string in single quotes:
390 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves.
427 427  
428 -* {{code language="xml"}}'Hello world'{{/code}}
429 -* {{code language="xml"}}''{{/code}} (empty string)
430 -* {{code language="xml"}}'String with a line break\n'{{/code}}
392 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)**
431 431  
394 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.)
432 432  
396 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
433 433  
434 -{{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 '''&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}}
435 435  
436 -== Numeric data types and suffixes ==
399 +(% id="pitfalls" %)
437 437  
438 -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:
401 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) ==
439 439  
440 -* {{code language="xml"}}5000000000L{{/code}} (large integer)
441 -* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
442 -* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
443 -* {{code language="xml"}}500m{{/code}} (Length in metres)
444 -* {{code language="xml"}}10s{{/code}} (Time in seconds)
445 -* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
403 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more.
446 446  
447 -A space between number and suffix is allowed.
405 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword:
406 +\\{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
407 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
408 +\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
409 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
410 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances.
448 448  
449 -Here is the complete list of numeric data types and corresponding unit suffixes:
412 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 
450 450  
414 +(% id="categorybroken_macroanchorexpressions" %)
415 +
416 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) =
417 +
418 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)
419 +
420 +
421 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number)
422 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number)
423 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number)
424 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
425 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number)
426 +
427 +
428 +
429 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}}
430 +
431 +
432 +
433 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes:
434 +
435 +* {{code}}'Hello world'{{/code}}
436 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string)
437 +* {{code}}'String with a line break\n'{{/code}}
438 +
439 +
440 +
441 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&amp;lt; &amp;gt; &amp;quot; &amp;amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}}
442 +
443 +
444 +
445 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
446 +
447 +
448 +(% id="numeric-data-types-and-suffixes" %)
449 +
450 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) ==
451 +
452 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
453 +
454 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer)
455 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
456 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
457 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres)
458 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds)
459 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
460 +
461 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed.
462 +
463 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes:
464 +
465 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
466 +
467 +
451 451  (% style="margin-left: 0.0px;" %)
452 452  (((
453 -|Data type|Suffix|Examples|Description
454 -|null|(none)|null|Converted to non-null data type of value 0 when needed.
455 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them.
456 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer.
457 -|float|f|
458 -3.14
459 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
460 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision).
461 -|money|ct (default)
462 -\\Cr|200Cr
463 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
464 -|length|
465 -m (default)
466 -\\km|
467 -500m
468 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres.
469 -|angle|
470 -rad (default)
471 -\\deg|
472 -90deg
473 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians.
474 -|hitpoints|hp|100hp|Hit points
475 -|time|
476 -ms
477 -\\s (default)
478 -\\min
479 -\\h|
480 -800ms
481 -\\1.5s
482 -\\10min
483 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
470 +\\
471 +
472 +
473 +
474 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
475 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed.
476 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them.
477 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer.
478 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f|
479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%)
480 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them.
481 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision).
482 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default)
483 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr
484 +\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits.
485 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length|
486 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%)
487 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km|
488 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%)
489 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres.
490 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle|
491 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%)
492 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg|
493 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%)
494 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians.
495 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points
496 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time|
497 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%)
498 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%)
499 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)
500 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h|
501 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%)
502 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%)
503 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%)
504 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
484 484  )))
485 485  
486 -{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
507 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}}
487 487  
488 -== Operators ==
509 +\\
489 489  
490 -You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported
491 491  
512 +
513 +(% id="categorybroken_macroanchoroperators" %)
514 +
515 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) ==
516 +
517 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported:
518 +
519 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
520 +
521 +
492 492  (% style="margin-left: 0.0px;" %)
493 493  (((
494 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description
495 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above
496 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions
497 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
498 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
499 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
500 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
501 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
502 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
524 +\\
525 +
526 +
527 +
528 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
529 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above
530 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions
531 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions
532 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)π as an angle (same as 180deg)
533 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping
534 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values
535 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
536 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB
503 503  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
504 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
505 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
506 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
507 -|typeof|unary|
508 -{{code language="xml"}}typeof null{{/code}}
509 -\\{{code language="xml"}}typeof 0{{/code}}
510 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}|
511 -{{code language="xml"}}datatype.null{{/code}}
512 -\\{{code language="xml"}}datatype.integer{{/code}}
513 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
514 -|sin|unary|
515 -{{code language="xml"}}sin(30deg){{/code}}
516 -\\{{code language="xml"}}sin(pi){{/code}}|
517 -{{code language="xml"}}0.5{{/code}}
518 -\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)
519 -|cos|unary|
520 -{{code language="xml"}}cos(60deg){{/code}}
521 -\\{{code language="xml"}}cos(pi){{/code}}|
522 -{{code language="xml"}}0.5{{/code}}
523 -\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
524 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
525 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
526 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
527 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
528 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
529 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
530 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
531 -|+|binary|
532 -{{code language="xml"}}1 + 1{{/code}}
533 -\\{{code language="xml"}}'Hello' + ' world'{{/code}}|
534 -{{code language="xml"}}2{{/code}}
535 -\\{{code language="xml"}}'Hello world'{{/code}}|
536 -Addition
537 -\\String concatenation
538 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
538 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect)
539 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number
540 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise
541 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
542 +{{code}}typeof null{{/code}}
543 +\\{{code}}typeof 0{{/code}}
544 +\\{{code}}typeof 'Hello world'{{/code}}|
545 +{{code}}datatype.null{{/code}}
546 +\\{{code}}datatype.integer{{/code}}
547 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
548 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
549 +{{code}}sin(30deg){{/code}}
550 +\\{{code}}sin(pi){{/code}}|
551 +{{code}}0.5{{/code}}
552 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)
553 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|
554 +{{code}}cos(60deg){{/code}}
555 +\\{{code}}cos(pi){{/code}}|
556 +{{code}}0.5{{/code}}
557 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)
558 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required)
559 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required)
560 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required)
561 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power
562 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication
563 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division
564 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division)
565 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
566 +{{code}}1 + 1{{/code}}
567 +\\{{code}}'Hello' + ' world'{{/code}}|
568 +{{code}}2{{/code}}
569 +\\{{code}}'Hello world'{{/code}}|
570 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)
571 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation
572 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction
539 539  |
540 -lt
541 -\\< (<)|binary|
542 -{{code language="xml"}}1 lt 3{{/code}}
543 -\\{{code language="xml"}}1 &lt; 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
574 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)
575 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt; (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
576 +{{code}}1 lt 3{{/code}}
577 +\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than
544 544  |
545 -le
546 -\\<=|binary|
547 -{{code language="xml"}}1 le 3{{/code}}
548 -\\{{code language="xml"}}1 &lt;= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
579 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)
580 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&lt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
581 +{{code}}1 le 3{{/code}}
582 +\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to
549 549  |
550 -gt
551 -\\> (>)|binary|
552 -{{code language="xml"}}1 gt 3{{/code}}
553 -\\{{code language="xml"}}1 &gt; 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
584 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)
585 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt; (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
586 +{{code}}1 gt 3{{/code}}
587 +\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than
554 554  |
555 -ge
556 -\\>=|binary|
557 -{{code language="xml"}}1 ge 3{{/code}}
558 -\\{{code language="xml"}}1 &gt;= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
559 -|(((
560 -= =
561 -)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
562 -|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
563 -|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
564 -|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics)
589 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%)
590 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)&gt;=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|
591 +{{code}}1 ge 3{{/code}}
592 +\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to
593 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to
594 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to
595 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics)
596 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics)
565 565  |
566 566  if ... then ...
567 567  \\if ... then ... else ...|ternary|
568 -{{code language="xml"}}if 1 == 2 then 'F'{{/code}}
569 -\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
570 -{{code language="xml"}}null{{/code}}
571 -\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
600 +{{code}}if 1 == 2 then 'F'{{/code}}
601 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
602 +{{code}}null{{/code}}
603 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
572 572  
573 -)))(% id="operator-precedence-rules" %)
574 -(%%)
575 575  
576 -=== Operator precedence rules ===
606 +\\
577 577  
578 -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.
579 579  
580 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence)
581 -* Power operator: ^
582 -* Multiplicative: *, /, %
583 -* Additive: +, -
584 -* Comparison: lt, le, gt, ge
585 -* Equality: ==, !=
586 -* and
587 -* or
588 -* if/then/else (lowest precedence)
609 +)))
589 589  
590 -(% id="type-conversion" %)
611 +(% id="operator-precedence-rules" %)
591 591  
592 -=== Type conversion ===
613 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) ===
593 593  
594 -When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
615 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
595 595  
596 -* Null and something else: The null value will be interpreted as "0" of the other type.
597 -* Two non-unit integers: The result will be an integer of the largest involved type.
598 -* Two non-unit numbers, not all integers: The result will be the largest involved float type.
599 -* Non-unit and unit: The result will be the unit type.
600 -* Two different units: The types are incompatible. This is an error, the result is undefined.
601 601  
602 -For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
618 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence)
619 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^
620 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, %
621 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, -
622 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge
623 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, !=
624 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and
625 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or
626 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence)
603 603  
604 -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:
628 +(% id="type-conversion" %)
605 605  
606 -* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}}
607 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}}
630 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) ===
608 608  
609 -When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
632 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
610 610  
611 -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.
634 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
635 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type.
636 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type.
637 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type.
638 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined.
612 612  
613 -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:
640 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually.
614 614  
615 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
616 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}}
642 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
617 617  
618 -As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
644 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
645 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
619 619  
620 -(% id="boolean-operators" %)
647 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
621 621  
622 -=== Boolean operators ===
649 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type.
623 623  
624 -Some additional notes on Boolean operators (such as and, or, not, ==):
651 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
625 625  
626 -* Of course a Boolean operation always results in true or false (integer 1 or 0).
627 -* 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**.
628 -* != 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.
629 -* "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
630 -** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all)
631 -* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
632 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
653 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
654 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
633 633  
656 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
634 634  
658 +(% id="boolean-operators" %)
635 635  
636 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
637 -(% id="categorybroken_macroanchorstrings-and-formatting" %)
660 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) ===
638 638  
639 -{{{==}}}
662 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==):
640 640  
641 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
642 642  
643 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
644 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
665 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0).
666 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %).
667 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers.
668 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
669 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}false{{/code}} (the value of $foo is not checked at all)
670 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result.
671 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
645 645  
646 -See also the section about [[value properties>>MediaWiki.NULL]].
673 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
647 647  
648 -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'.
649 -\\To get a percent character in the result string, use '%%' in the format string.
650 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
651 -\\**[New as of X Rebirth 4.0]**
652 -\\ 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):
653 653  
654 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
655 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
656 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
676 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%)
677 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting
678 +\\(%%) ==
657 657  
658 -Additional remarks:
680 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
659 659  
660 -* The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
661 -* If "," is used without "." then any fractional digits are discarded.
662 -* "." 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).
682 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
683 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
663 663  
685 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]].
664 664  
687 +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'.
665 665  
666 -{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}}
689 +To get a percent character in the result string, use '%%' in the format string.
667 667  
668 668  
692 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action.
669 669  
670 -\\
694 +**[New as of X Rebirth 4.0]**
671 671  
672 -(% id="categorybroken_macroanchorlists" %)
696 +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):
673 673  
674 -== Lists ==
698 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
699 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
700 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'12,345.7'{{/code}} (combination of the above)
675 675  
676 -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]].
702 +Additional remarks:
677 677  
678 -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 "[ ]".
704 +* The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
705 +*  If "," is used without "." then any fractional digits are discarded.
706 +* "." 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).
679 679  
680 -{{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}}
681 681  
682 682  
710 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property.</span>"/}}
683 683  
684 -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.
685 685  
686 -{{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.
687 687  
688 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
714 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
689 689  
690 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
691 691  
717 +(% id="categorybroken_macroanchorlists" %)
692 692  
719 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) ==
693 693  
694 -\\
721 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
695 695  
696 -(% id="categorybroken_macroanchortables" %)
723 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥.
697 697  
698 -== Tables ==
725 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}}
699 699  
700 -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.\\
701 701  
702 -Almost all values are allowed as table keys, but there are a few exceptions:
703 703  
704 -* Strings must start with '$', like variables
705 -* null cannot be used as table key (but the number 0 is valid)
706 -* Lists, tables, groups and buildplans cannot be used as table keys\\
729 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.
707 707  
731 +{{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
708 708  
733 +Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
709 709  
710 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
735 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
711 711  
712 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
713 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
714 714  
715 715  
739 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
716 716  
717 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
718 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
719 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
720 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
721 721  
742 +(% id="categorybroken_macroanchortables" %)
722 722  
744 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) ==
723 723  
724 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
746 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
725 725  
726 -\\
727 727  
728 -(% id="categorybroken_macroanchorvalue-properties" %)
749 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions:
729 729  
730 -== Value properties ==
751 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables
752 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid)
753 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys
754 +\\
731 731  
732 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used.
756 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
733 733  
734 -Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
758 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates an empty table
759 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) creates a table that maps the number 0 to null
735 735  
736 -You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:
737 737  
738 -* 1 ⟹ 42
739 -* 2 ⟹ null
740 -* 3 ⟹ 'text'
741 -* 'count' ⟹ 3
742 742  
743 -As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.
744 744  
745 -You can look up a property by appending a dot and the key in curly braces:
764 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps the string '$foo' to the string 'bar'
765 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) exactly the same, just a shorter notation(%%) for string keys
766 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) error, 'foo' does not start with a '$'
767 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) a table that maps 1 to an empty list and 2 to an empty table
746 746  
747 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
748 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
749 -* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
750 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
751 751  
770 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
752 752  
753 753  
754 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
773 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
755 755  
756 -* {{code language="xml"}}[42].{'count'}{{/code}}
757 -* {{code language="xml"}}$ship.{'name'}{{/code}}
758 -* {{code language="xml"}}$ship.{'class'}{{/code}}
759 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\
760 760  
776 +(% id="categorybroken_macroanchorvalue-properties" %)
761 761  
778 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) ==
762 762  
763 -But it is easier just to write the property key without braces, which is equivalent:
780 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.
764 764  
765 -* {{code language="xml"}}[0].count{{/code}}
766 -* {{code language="xml"}}$ship.name{{/code}}
767 -* {{code language="xml"}}$ship.class{{/code}}
768 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\
782 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
769 769  
784 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping:
770 770  
786 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 ⟹ 42
787 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 ⟹ null
788 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 ⟹ 'text'
789 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' ⟹ 3
771 771  
772 -(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
791 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key.
773 773  
774 -A list has even more properties:
793 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces:
775 775  
776 -**random'** returns a randomly chosen element (which requires that the list is non-empty)
795 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
796 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
797 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} ⟹ 0
798 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) 42
777 777  
778 -**min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
779 779  
780 -* {{code language="xml"}}[1, 6, 8].min{{/code}} 1
801 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
781 781  
782 -**average'** returns the average (but all element types have to be compatible)
803 +* {{code}}[42].{'count'}{{/code}}
804 +* {{code}}$ship.{'name'}{{/code}}
805 +* {{code}}$ship.{'class'} {{/code}}
806 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}}
807 +\\
783 783  
784 -* {{code language="xml"}}[1, 6, 8].average{{/code}} 5
809 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent:
785 785  
786 -**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
811 +* {{code}}[0].count{{/code}}
812 +* {{code}}$ship.name{{/code}}
813 +* {{code}}$ship.class{{/code}}
814 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}}
815 +\\
787 787  
788 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} 3
817 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
789 789  
790 -**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)
819 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties:
791 791  
792 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} {{code language="xml"}}[1, 6, 8]{{/code}}
821 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty)
793 793  
794 -A table has different properties:
823 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric)
795 795  
796 -* '**clone'** creates a shallow copy of the table
797 -* '**keys'** allows you to access data about the table's keys
825 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} ⟹ 1
798 798  
799 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
827 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible)
800 800  
829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} ⟹ 5
801 801  
831 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list
802 802  
803 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
833 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
804 804  
835 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
805 805  
837 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
806 806  
807 -* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
808 -* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
839 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties:
809 809  
841 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table
842 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys
810 810  
844 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
811 811  
812 -{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}}
813 813  
847 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
848 +\\
849 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
850 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
814 814  
815 815  
816 -(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
817 817  
854 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}}
818 818  
819 -{{{===}}}
820 820  
821 -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:
822 822  
823 -* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
824 -* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
825 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
858 +(% id="lookup-tests-and-suppressing-errors" %)(%%)
859 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors
860 +\\(%%) ===
826 826  
862 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
827 827  
864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
866 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹ Analogously, (%%)true if $table exists and has the string property '$key'
828 828  
829 -The question mark can even be applied to variables:
830 830  
831 -* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
832 -* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
869 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables:
833 833  
834 -To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
871 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
872 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
835 835  
836 -* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
837 -* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
838 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
874 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
839 839  
840 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
876 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
877 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
878 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
841 841  
880 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour.
881 +
842 842  \\
843 843  
844 844  (% id="static-lookups" %)
845 845  
846 -=== Static lookups ===
886 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) ===
847 847  
848 -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.
888 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
849 849  
850 -Here are a few enumeration classes and corresponding example lookup values:
890 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values:
851 851  
852 852  (% style="margin-left: 0.0px;" %)
853 853  (((
... ... @@ -855,249 +855,237 @@
855 855  
856 856  
857 857  
858 -|Data type (= value name)|Examples|Description
859 -|class|
860 -class.ship
861 -\\class.ship_xl
862 -\\class.space
863 -\\class.weapon|Component classes
864 -|purpose|
865 -purpose.combat
866 -\\purpose.transportation|Purposes
867 -|killmethod|
868 -killmethod.hitbybullet
869 -\\killmethod.hitbymissile|Ways to die (already used before destruction)
870 -|datatype|
871 -datatype.float
872 -\\datatype.component
873 -\\datatype.class
874 -\\datatype.datatype|Script value datatypes
875 -|profile|
876 -profile.flat
877 -\\profile.increasing
878 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
879 -|cuestate|
880 -cuestate.waiting
881 -\\cuestate.active
882 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]]
883 -|level|
884 -level.easy
885 -\\level.medium
886 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.)
887 -|attention|
888 -attention.insector
889 -\\attention.visible
890 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.)
891 -|ware|
892 -ware.ore
893 -\\ware.silicon|Wares
894 -|race|
895 -race.argon
896 -\\race.boron|Races
897 -|faction|
898 -faction.player
899 -\\faction.argongovernment|Factions
898 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description
899 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class|
900 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%)
901 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%)
902 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%)
903 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes
904 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose|
905 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%)
906 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes
907 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod|
908 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%)
909 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction)
910 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype|
911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%)
912 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%)
913 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%)
914 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes
915 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile|
916 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%)
917 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%)
918 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]])
919 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate|
920 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%)
921 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%)
922 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]]
923 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level|
924 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%)
925 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%)
926 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.)
927 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention|
928 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%)
929 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%)
930 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.)
931 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware|
932 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%)
933 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares
934 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race|
935 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%)
936 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races
937 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction|
938 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%)
939 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions
900 900  )))
901 901  
902 -{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
942 +{{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
903 903  
904 904  <code>typeof $value == datatype.faction</code>
905 905  
906 -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:
946 +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 &quot;'''isstring'''&quot; instead. For example, to check if the variable $value is a string, use the following term:
907 907  
908 -<code>(typeof $value).isstring</code>"{{/info}}
948 +<code>(typeof $value).isstring</code>"/}}
909 909  
910 -{{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}}
950 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use.</span>"/}}
911 911  
912 -\\
952 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
913 913  
914 914  
915 -
916 916  (% id="player-properties" %)
917 917  
918 -=== Player properties ===
957 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) ===
919 919  
920 -You can access many player-related game properties via the keyword "player":
959 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
921 921  
922 -* player.**name**: The player's name
923 -* player.**age**: The passed in-game time since game start
924 -* player.**money**: The money in the player's account
925 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
961 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name
962 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start
963 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account
964 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
965 +\\
966 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board)
967 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object
968 +\\
969 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity
970 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC
926 926  
927 -
928 -
929 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board)
930 -* player.**entity**: The actual player object\\
931 -
932 -
933 -
934 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
935 -* player.**copilot**: The co-pilot NPC
936 -
937 937  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.
938 -\\(% id="safe-properties" %)
939 939  
940 -=== Safe properties ===
974 +(% id="safe-properties" %)
941 941  
942 -Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
976 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) ===
943 943  
944 -* exists
945 -* isoperational
946 -* iswreck
947 -* isconstruction
948 -* available
949 -* isclass.(...)
978 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions:
950 950  
951 -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.
980 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists
981 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational
982 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck
983 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction
984 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available
985 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...)
952 952  
953 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
954 954  
989 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%)
990 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting
991 +\\(%%) ===
955 955  
956 -{{{===}}}
993 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]**
957 957  
958 -**[New as of X Rebirth 4.0]**
959 -\\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.
995 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
960 960  
961 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
962 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\
997 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
998 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s')
999 +\\
1000 +* {{code}}$time.formatted.{'formatstring'}{{/code}}
1001 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %) (%%) (using default format string '%T')
963 963  
1003 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
964 964  
1005 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:
965 965  
966 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
967 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
968 968  
969 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
970 -
971 -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:\\
972 -
973 -
974 -
975 975  |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.)
976 976  |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'.
977 977  |.|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)
978 978  |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout.
979 979  
980 -By default, these options are disabled.
1013 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.
981 981  
982 -More available specifiers (in addition to %s):
1015 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):
983 983  
984 -* %k: Credits (truncated) in kilo format
985 -* %M: Credits (truncated) in Mega format
986 -* %G: Credits (truncated) in Giga format
987 -* %T: Credits (truncated) in Tera format
988 -* %Cr: Localised "Cr" string
989 -* %%: A % sign\\
1017 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format
1018 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format
1019 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format
1020 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format
1021 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string
1022 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign
1023 +\\
990 990  
1025 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:
991 991  
992 992  
993 -Examples:\\
1028 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}
1029 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234'{{/code}}(%%) (same as {'%s'})
1030 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1,234.00 Cr'{{/code}}
1031 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'1 k'{{/code}}(%%) (rounding towards zero)
1032 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)⟹{{code}}'0 M'{{/code}}
994 994  
995 -
996 -
997 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
998 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
999 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
1000 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
1001 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}}
1002 -
1003 1003  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
1004 1004  
1005 1005  Examples:
1006 1006  
1007 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} {{code language="xml"}}'00:02:31'{{/code}}
1008 -* {{code language="xml"}}(151s).formatted.default{{/code}} {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
1009 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} {{code language="xml"}}'00:02:31.000'{{/code}}
1010 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} {{code language="xml"}}'0:02'{{/code}}
1038 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}}
1039 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'})
1040 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'00:02:31.000'{{/code}}
1041 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)⟹(%%) {{code}}'0:02'{{/code}}
1011 1011  
1012 1012  (% id="complete-property-documentation" %)
1013 1013  
1014 -=== Complete property documentation ===
1045 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) ===
1015 1015  
1016 -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.
1047 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder.
1017 1017  
1018 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
1049 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1019 1019  
1020 1020  
1052 +{{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1021 1021  
1022 -{{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:
1054 +* Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1055 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}}
1023 1023  
1024 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
1025 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}}
1026 1026  
1027 1027  
1059 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field:
1028 1028  
1029 -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:
1061 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword
1062 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1063 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1064 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name
1065 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
1030 1030  
1031 -* Enter the beginning of a base keyword
1032 -* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable
1033 -* To see the properties of a base keyword or data type, enter a dot (".")
1034 -* After the dot, you can enter a property name
1035 -* You can also enter a dot (".") as first character to search globally for a property
1067 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
1036 1036  
1037 -\\
1038 1038  
1070 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}}
1039 1039  
1040 1040  
1041 -{{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}}
1042 1042  
1043 -
1044 -
1045 1045  \\
1046 1046  
1047 1047  (% id="md-refreshing-and-patching" %)
1048 1048  
1049 -= MD refreshing and patching =
1078 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) =
1050 1050  
1051 -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.
1080 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1052 1052  
1053 1053  \\
1054 1054  
1055 1055  (% id="details-and-restrictions" %)
1056 1056  
1057 -== Details and restrictions ==
1086 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) ==
1058 1058  
1059 -Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1088 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
1060 1060  
1061 -* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1062 -* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1063 -* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1064 -* You CANNOT change a <cue> to a <library> or vice versa.
1065 -* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1066 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1067 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1068 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1069 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1070 -* Adding root cues enables their condition checks immediately (if the module attribute allows it).
1071 -* Adding sub-cues to active or complete cues enables their condition checks immediately.
1072 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1073 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1074 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1090 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant).
1091 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances.
1092 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name.
1093 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa.
1094 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)
1095 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway.
1096 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library.
1097 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled.
1098 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change).
1099 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it).
1100 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately.
1101 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running.
1102 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1103 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1075 1075  
1076 -\\
1105 +(% style="color: rgb(0,0,0);text-decoration: none;" %)
1077 1077  
1078 1078  
1108 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}}
1079 1079  
1080 -{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}}
1110 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}}
1081 1081  
1082 -{{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}}
1083 1083  
1084 1084  
1085 -
1086 1086  \\
1087 1087  
1088 1088  (% id="patching" %)
1089 1089  
1090 -== Patching ==
1118 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) ==
1091 1091  
1092 -Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading.
1120 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.
1093 1093  
1094 -{{code language="xml"}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}}
1122 +{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1095 1095  
1096 -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.
1124 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1097 1097  
1098 -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.
1126 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances.
1099 1099  
1100 -{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1128 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}}
1101 1101  
1102 1102  
1103 1103  
... ... @@ -1105,130 +1105,144 @@
1105 1105  
1106 1106  (% id="common-attribute-groups" %)
1107 1107  
1108 -= Common attribute groups =
1136 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) =
1109 1109  
1110 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1138 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1111 1111  
1112 1112  \\
1113 1113  
1114 1114  (% id="categorybroken_macroanchorvalue-comparisons" %)
1115 1115  
1116 -== Value comparisons ==
1144 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) ==
1117 1117  
1118 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1119 1119  
1120 -{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}}
1148 +{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1121 1121  
1122 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1150 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1123 1123  
1124 -{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}}
1152 +{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1125 1125  
1126 -{{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}}
1154 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}}
1127 1127  
1128 1128  
1129 1129  
1130 1130  \\
1131 1131  
1132 -== Random ranges ==
1160 +(% id="categorybroken_macroanchorrandom-ranges" %)
1133 1133  
1134 -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:
1162 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) ==
1135 1135  
1136 -{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}}
1164 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1137 1137  
1138 -To select a random element from a list, this syntax can be used:
1166 +{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1139 1139  
1140 -{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}}
1168 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used:
1141 1141  
1142 -To get a random number within a given range, you can use min/max:
1170 +{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1143 1143  
1144 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}}
1172 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max:
1145 1145  
1146 -min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1174 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1147 1147  
1148 -You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1176 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1149 1149  
1150 -{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}
1178 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1151 1151  
1152 -\\(% id="variables-and-namespaces" %)
1180 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1153 1153  
1154 -= Variables and namespaces =
1182 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 
1155 1155  
1156 -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).
1184 +(% id="variables-and-namespaces" %)
1157 1157  
1186 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) =
1158 1158  
1159 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1188 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read).
1160 1160  
1161 -== Creating and removing variables ==
1190 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1162 1162  
1163 -You can create variables with certain actions and conditions, such as the <set_value> action:
1164 1164  
1165 -{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}}
1193 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1166 1166  
1167 -<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>.)
1195 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) ==
1168 1168  
1169 -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.
1197 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action:
1170 1170  
1171 -{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}}
1199 +{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1172 1172  
1173 -The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1201 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1174 1174  
1175 -{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\
1203 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed.
1176 1176  
1177 -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):
1205 +{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1178 1178  
1179 -{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}}
1207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1180 1180  
1181 -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.
1209 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1182 1182  
1183 -Appending is easier than that. The following actions are equivalent:
1211 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1184 1184  
1185 -{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}}
1213 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1186 1186  
1187 -Inserting at a position below 1 or above $list.count + 1 is not possible.
1215 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases.
1188 1188  
1189 -To remove variables or list/table entries, use <remove_value>:
1217 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent:
1190 1190  
1191 -{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1219 +{{code}}&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1192 1192  
1193 -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.
1221 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible.
1194 1194  
1195 -\\\\\\(% id="accessing-remote-variables" %)
1223 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>:
1196 1196  
1197 -== Accessing remote variables ==
1225 +{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1198 1198  
1199 -You can also read and write variables in other cues by using the variable name as property key:
1227 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1200 1200  
1201 -{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}
1229 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1202 1202  
1203 -Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1204 1204  
1205 -{{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}}
1232 +(% id="accessing-remote-variables" %)
1206 1206  
1207 -\\\\\\(% id="namespaces" %)
1234 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) ==
1208 1208  
1209 -== Namespaces ==
1236 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key:
1210 1210  
1211 -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.
1238 +{{code}}&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1212 1212  
1213 -Consider this case:
1240 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1214 1214  
1215 -{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}}
1242 +{{code}}&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1216 1216  
1217 -When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$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.
1244 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)
1218 1218  
1219 -You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1220 1220  
1247 +(% id="namespaces" %)
1248 +
1249 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) ==
1250 +
1251 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1252 +
1253 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case:
1254 +
1255 +{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1256 +
1257 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1258 +
1259 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue.
1260 +
1221 1221  (% id="defining-a-cues-namespace" %)
1222 1222  
1223 -=== Defining a cue's namespace ===
1263 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) ===
1224 1224  
1225 -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:
1265 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible:
1226 1226  
1227 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo
1228 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1229 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1267 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1268 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1269 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1230 1230  
1271 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1231 1231  
1232 -{{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:
1233 1233  
1234 -<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}
1274 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span>
1275 +
1276 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}