Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32955.1
edited by Daniel Turner
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on 2023/08/22 19:04
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To version 31076.1
edited by Daniel Turner
on 2023/04/14 17:17
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Tags
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... ... @@ -1,1 +1,1 @@ 1 -Broken_macro/anchor |Broken macro/anchor1 +Broken_macro/anchor - Content
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... ... @@ -1,61 +1,93 @@ 1 - The MissionDirector(MD) is a subsystemofthegame and interpretsmissionscripts,which are written inan XML-based language. The MissionDirectorinX Rebirth andX4 is basedn theMD inX3: 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 - Anintroductionto theoriginalMDcanbefoundinthe[[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]].There isalso a PDF guidefor theX3Mission Director, which is partiallyusedas a templateforthisdocument.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;" %)┬á(% 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 - =MDscripts=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 - MDfiles are XML files locatedin the game folder **md**. All XML filesin that folder are loaded at game start. The file names are irrelevant, since the internally used scriptnamesare 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 - ToeditMDscripts, an XML editing toolis needed. Microsoft VisualStudio(if available) or[[Microsoft Visual WebDeveloper>>url:http://www.microsoft.com/express/vwd/]](%%) (forfree)are highly recommendedbecause they have pretty good support for XML schemas(XSD). The providedMissionDirectorschema files help you create the XML file by displaying all availabletagsand attributes as you edit the XML.36 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) = 20 20 21 - Thisfunctionalityisonlyavailableiftheschemafiles **md.xsd** and**common.xsd**areinhecorrect folder. Ifyouare editingtheXMLin thegamefolder directly,alliswellandthefilesareloadedfromhelibrariesfolder.However,if you are editinginaseparatefolder,copythoseXSDfilesfrom thelibrariesfolderdirectlyinto thefolder where yourXML filesare 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 - Thegamecanprint errormessages and,when enabled, alsogeneralmessages.Errormessages canginate fromthe scriptingsystem, butalsofrom othergameub-systems.Theycan be viewedin thein-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 col lect allmessagesinafile,start thegame with the followingparameters on thecommandline: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 - {{codelanguage="xml"}}-debugs{{/code}}52 +(% id="categorybroken_macroanchorscript-debug-output" %) 40 40 41 - Otherdebugfiltersother than"scripts"can be enabled byrepeatinghebugcommandforeachfiltername,butthat is rarely needed for scripting.\\54 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 42 42 43 - Thescriptaction<debug_text>canbeusedtoprintdebug 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 -= MDscript 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 - Inthissection we will lookat how to starthewhole process by creatinganew MD missionfileandthebasicsteps in producing missioncontentwith XMLcode. There will beadescription ofthe key elementsof themission 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 - TheXMLroot node ofanMDfileiscalled"mdscript" andlooks likethis: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;" %)┬á 73 73 74 - Cuesare the main ingredient of an MD script. A cue consists ofasetof **conditions** and a setof **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue canhavechild cues, or**sub-cues**: A sub-cue existsonly when its parentcuehas become active, so the activation of the parentcueinitiatesthe condition checks of its child cues.106 +(% id="categorybroken_macroanchorcues" %) 75 75 76 - Acuecan havethefollowingstates: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 <delay> 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-eventconditions** are checkedeither once or repeatedly in a fixed interval. Theymaybe basedonsimple values or ranges, such as a particular in-game time having been reachedorthe player having acertain amount of money. They may also be basedon more complex playerinformation,suchas what ships they own, whether the player is in a particular area or near a particular object.151 +(% id="categorybroken_macroanchorconditions" %) 112 112 113 - **Eventconditions**are triggered when the corresponding eventhappens, such as the event that a particular object has been targeted, attacked or destroyed. Allevent nodes have the prefix"event_" so youcan easily determine a condition type. Afteran event condition you can specify one ormore non-event conditions, which willbe checked additionally whenever the event happens. If a condition uses an event,itmust beinthe first sub-nodeof the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-nodeshould be <check_any> in this case, soonly one of its sub-conditionshas to be met.153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 114 114 115 - Example foran 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> ... ... @@ -144,24 +144,22 @@ 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//, youcan specify a constant timeinterval betweenconditionchecks.Theconditionswill bechecked regularly foreveruntil theyaremet, unlessthecue'sstateischangedexplicitlybyanexternalevent.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). 160 - 161 -Examples: 162 - 163 -Check conditions every 5 seconds, but start checking only 1 hour after game start. 164 - 165 165 {{code language="xml"}} 166 166 <cue name="Foo" checktime="1h" checkinterval="5s"> 167 167 <conditions> ... ... @@ -169,7 +169,7 @@ 169 169 </cue> 170 170 {{/code}} 171 171 172 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 216 +(% 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. 173 173 174 174 {{code language="xml"}} 175 175 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -178,33 +178,39 @@ 178 178 </cue> 179 179 {{/code}} 180 180 181 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 225 +(% 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. 182 182 227 +\\ 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==231 +{{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."/}} 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>: 192 192 234 + 235 +\\ 236 + 237 +(% id="actions" %) 238 + 239 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 240 + 241 +(% 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>: 242 + 193 193 {{code language="xml"}} 194 194 <delay min="10s" max="30s"/> 195 195 {{/code}} 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: 247 +(% 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: 198 198 199 199 {{code language="xml"}} 200 200 <event_cue_completed cue="parent"/> 201 201 {{/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.253 +(% 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. 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>. 255 +(% 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>. 206 206 207 -Example, which selects one of the three texts randomly: 257 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly: 208 208 209 209 {{code language="xml"}} 210 210 <actions> ... ... @@ -218,28 +218,35 @@ 218 218 219 219 220 220 221 -{{in fo}}Messages printed with<debug_text>are usually only visible when the"scripts"debug filter is enabled, see Script debug output{{/info}}271 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> 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. 275 +(% 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. 277 +(% 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. 279 +**(% 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. 281 +(% 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=283 +(% 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}}Thesyntax oflibraries isconsiderably differentfromthesyntaxintheMDof X3TC.{{/info}}286 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 238 238 288 +(% id="libraries" %) 239 239 290 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 240 240 241 - Librarycuesarewrittenlikenormalcues,theyarealsodefined in a <cues>node,justwiththedifferencethattheXMLtagis calledlibrary insteadofcue:292 +(% 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. 242 242 294 +{{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>"/}} 295 + 296 + 297 + 298 +(% 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: 299 + 243 243 {{code language="xml"}} 244 244 <library name="LibFoo" checktime="1h" checkinterval="5s"> 245 245 <conditions> ... ... @@ -247,25 +247,25 @@ 247 247 </library> 248 248 {{/code}} 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.307 +(% 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. 251 251 252 -To use a library, use the attribute ref: 309 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 253 253 254 254 {{code language="xml"}} 255 255 <cue name="Foo" ref="LibFoo"/> 256 256 {{/code}} 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: 315 +(% 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: 259 259 260 260 {{code language="xml"}} 261 261 <cue name="Foo" ref="md.ScriptName.LibFoo"/> 262 262 {{/code}} 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.) 321 +(% 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.(%%)) 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! 323 +(% 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! 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: 325 +(% 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: 269 269 270 270 {{code language="xml"}} 271 271 <cue name="Foo" ref="LibFoo"/> ... ... @@ -288,24 +288,27 @@ 288 288 {{/code}} 289 289 290 290 291 -{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 292 292 349 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 293 293 294 294 295 -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 :353 +(% 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. 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" %) 355 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 302 302 303 -== Library Parameters == 357 +* (% 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). 358 +* (% 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! 359 +** (% 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. 304 304 305 - Alibrary can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optionalparameters for a library, and it will be validated at load time that the user of the library hasprovidedallrequired parameters.361 +(% id="library-parameters" %) 306 306 307 - Parametersarefinedlikethis:363 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 308 308 365 +(% 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. 366 + 367 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 368 + 309 309 {{code language="xml"}} 310 310 <library name="Lib" onfail="cancel"> 311 311 <params> ... ... @@ -317,7 +317,7 @@ 317 317 </library> 318 318 {{/code}} 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:380 +(% 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: 321 321 322 322 {{code language="xml"}} 323 323 <cue name="Foo" ref="Lib"> ... ... @@ -326,7 +326,7 @@ 326 326 </cue> 327 327 {{/code}} 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 $baz would be created.389 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 330 330 331 331 {{code language="xml"}} 332 332 <library name="Lib"> ... ... @@ -339,515 +339,571 @@ 339 339 </library> 340 340 {{/code}} 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. 402 +(% 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. 343 343 344 - =Instantiation=404 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 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. 349 349 350 - ==Cleaningup instancesexplicitly ==407 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 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 conditioncheckswill start againifthe parent cue's state allowsit. Evenasub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it isnotsupposed 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.409 +(% id="instantiation" %) 353 353 354 - {{info}}<cancel_cue>and<reset_cue> onlytake effect after all remaining actionsof the currentcue are performed. So you can even safely cancelthecuethat you areurrently in (keyword "'''this'''")or anyancestor cue,andstill perform moreactionsafterwards.{{/info}}411 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) = 355 355 356 -== Access to instances ==413 +(% 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. 357 357 415 +(% 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. 358 358 417 +(% 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. 359 359 360 - {{info}}Thissub-section requires basicknowledgeofscriptpressions.{{/info}}419 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 361 361 362 362 422 +(% id="cleaning-up-instances-explicitly" %) 363 363 364 - Incaseof instances with sub-instances, you willoftenwant to access arelated instancefrom thecurrente.Like inthe non-instancecase, you cansimplywrite the cuenameinan expressionto referencethat cue. However, youshouldbeaware of thepitfalls that are accompanied bythis.424 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 365 365 366 - Whenyouuse a cue namefromthe same script inexpression,itwillalways be resolvedsomecue-usuallya staticcue, evenifit isstill in thedisabledstate,butit can alsobe an instance,if it is "related" to the current one.426 +(% 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. 367 367 368 - Relatedmeansthat thisandthereferencedcuehave acommonancestorinstance,andthereferencedcue isadirect(non-instantiated) descendantfthatcommonancestor.428 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£</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>"/}} 369 369 370 -Example chart: 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]]\\ 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(highlightedwith redborder). The staticuesalwaysexist, although static childrenof instantiatingcuescan never become active. Instances only exist as long as they are needed.432 +(% id="access-to-instances" %) 375 375 376 - Examplesituations:434 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 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. 386 386 387 - Togettherealstatic cuethat alwaysexists andservesastemplate forinstances,useheproperty **staticbase**. Thisworks for all cues,evenforthestaticcues themselves.438 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 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==442 +(% 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. 394 394 395 - Someadditionalcommon pitfallswithrespectto instantiation arelistedhere.Theremay be more.444 +(% 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. 396 396 397 - ***Conditionswithresults:** If theinstantiatingcuehas conditionswith results, thosesultsare storedinvariables- but in thevariables ofthestatic cue,notofthe instance! Sointhe<actions>youhaveto accessthe variables via the **static **keyword:\\446 +(% 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. 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}} 448 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 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. 450 +(% 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]] 409 409 410 -= Expressions = 411 411 412 - Mostfthe attributevalues in actionsand conditions are interpretedasscript expressionsandparsed accordingly.Anexpression is aphrase thatcanbeevaluated toa singlevalue. The simplestexpressions are actualnumeric valuesandstrings,socalled**literals:**453 +(% 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. 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) 455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 419 419 457 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 458 +* (% 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). 459 +* (% 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. 460 +* (% 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) 461 +* (% 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. 462 +* (% 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. 420 420 464 +(% 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. 421 421 422 - {{info}}Since octalnumbersare hardly ever used(usuallyunknowingly), the parseriswillproduce awarningifanoctalnumber is encountered."{{/info}}466 +(% 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. 423 423 468 +(% 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).(%%)** 424 424 470 +(% 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.) 425 425 426 - Youcan writestringliteralsby putting thestringinsinglequotes:472 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 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}} 431 431 475 +(% id="pitfalls" %) 432 432 477 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 433 433 434 - {{info}}Sinceexpressions are written in XML attribute values,you have to use the singlequotes inside the double quotes forthe actual attributevalue. To writeharacters like '''< > " &''' in an expressionstring (or anywhereelseinan XML attribute value),you'll have toescapethemas'''<> " &'''respectively.Thebackslash '''\''' can be usedinrings for escape characters like in C/C++. Mostmportantare'''\'''' for a single quoteas partof thestring,and'''\\'''forthebackslash itself.{{/info}}479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 435 435 436 -== Numeric data types and suffixes == 481 +* **(% 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: 482 +\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 483 +\\(% 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: 484 +\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 485 +* **(% 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. 486 +* **(% 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. 437 437 438 - Numberscan have asuffixthat determinestheir numerictype. There are alsonumerical data types like "money"or "time" which canly beexpressed by using an appropriate unit suffix:488 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 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) 490 +(% id="categorybroken_macroanchorexpressions" %) 446 446 447 - Aspace between numberandsuffix isallowed.492 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 448 448 449 - Hereishempletelist ofnumeric data types and corresponding unit suffixes:494 +(% 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;" %) 450 450 496 + 497 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 498 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 499 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 500 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 501 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 502 + 503 + 504 + 505 +{{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>"/}} 506 + 507 + 508 + 509 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 510 + 511 +* {{code}}'Hello world'{{/code}} 512 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 513 +* {{code}}'String with a line break\n'{{/code}} 514 + 515 + 516 + 517 +{{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;~">< > " &</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;~">&lt; &gt; &quot; &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>"/}} 518 + 519 + 520 + 521 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 522 + 523 + 524 +(% id="numeric-data-types-and-suffixes" %) 525 + 526 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 527 + 528 +(% 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: 529 + 530 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 531 +* (% 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) 532 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 533 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 534 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 535 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 536 + 537 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 538 + 539 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 540 + 541 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 542 + 543 + 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. 546 +\\ 547 + 548 + 549 + 550 +|(%%)(% 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 551 +|(%%)(% 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. 552 +|(%%)(% 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. 553 +|(%%)(% 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. 554 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 556 +\\(% 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. 557 +|(%%)(% 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). 558 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 559 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 560 +\\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. 561 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 562 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 563 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 565 +\\(% 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. 566 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 567 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 568 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 569 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 570 +\\(% 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. 571 +|(%%)(% 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 572 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 573 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 574 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 575 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 576 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 577 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 578 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 579 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 580 +\\(% 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 -{{in fo}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}583 +{{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 ==585 +\\ 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 491 491 588 + 589 +(% id="categorybroken_macroanchoroperators" %) 590 + 591 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 592 + 593 +(% 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: 594 + 595 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 596 + 597 + 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}}|╧Ç as an angle (same as 180deg) 499 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 500 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 501 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 502 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 600 +\\ 601 + 602 + 603 + 604 +|(%%)(% 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 605 +|(%%)(% 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 606 +|(%%)(% 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 607 +|(%%)(% 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 608 +|(%%)(% 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;" %)╧Ç as an angle (same as 180deg) 609 +|(%%)(% 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 610 +|(%%)(% 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 611 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 612 +|(%%)(% 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}}|{{codelanguage="xml"}}42{{/code}}|Denotes positive number (no effect)505 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Negates the following number506 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{codelanguage="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise507 -|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}}|{{codelanguage="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)525 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{codelanguage="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)526 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{codelanguage="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)527 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{codelanguage="xml"}}1000.0LF{{/code}}|Power528 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{codelanguage="xml"}}42{{/code}}|Multiplication529 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{codelanguage="xml"}}44.2{{/code}}|Division530 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{codelanguage="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}}|{{codelanguage="xml"}}0{{/code}}|Subtraction614 +|(%%)(% 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) 615 +|(%%)(% 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 616 +|(%%)(% 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 617 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 618 +{{code}}typeof null{{/code}} 619 +\\{{code}}typeof 0{{/code}} 620 +\\{{code}}typeof 'Hello world'{{/code}}| 621 +{{code}}datatype.null{{/code}} 622 +\\{{code}}datatype.integer{{/code}} 623 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 624 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 625 +{{code}}sin(30deg){{/code}} 626 +\\{{code}}sin(pi){{/code}}| 627 +{{code}}0.5{{/code}} 628 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 629 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 630 +{{code}}cos(60deg){{/code}} 631 +\\{{code}}cos(pi){{/code}}| 632 +{{code}}0.5{{/code}} 633 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 634 +|(%%)(% 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) 635 +|(%%)(% 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) 636 +|(%%)(% 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) 637 +|(%%)(% 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 638 +|(%%)(% 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 639 +|(%%)(% 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 640 +|(%%)(% 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) 641 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 642 +{{code}}1 + 1{{/code}} 643 +\\{{code}}'Hello' + ' world'{{/code}}| 644 +{{code}}2{{/code}} 645 +\\{{code}}'Hello world'{{/code}}| 646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 648 +|(%%)(% 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 < 3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than650 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 651 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 652 +{{code}}1 lt 3{{/code}} 653 +\\{{code}}1 &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 <= 3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than or equal to655 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 656 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 657 +{{code}}1 le 3{{/code}} 658 +\\{{code}}1 &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 > 3{{/code}}|{{codelanguage="xml"}}false{{/code}}|Greater than660 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 661 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 662 +{{code}}1 gt 3{{/code}} 663 +\\{{code}}1 &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 >= 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) 665 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 666 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 667 +{{code}}1 ge 3{{/code}} 668 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 669 +|(%%)(% 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 670 +|(%%)(% 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 671 +|(%%)(% 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) 672 +|(%%)(% 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")676 +{{code}}if 1 == 2 then 'F'{{/code}} 677 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 678 +{{code}}null{{/code}} 679 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 572 572 573 -)))(% id="operator-precedence-rules" %) 574 -(%%) 575 575 576 - === Operator precedence rules ===682 +\\ 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) 685 +))) 589 589 590 -(% id=" type-conversion" %)687 +(% id="operator-precedence-rules" %) 591 591 592 -=== Type conversion ===689 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 593 593 594 - Whena binaryarithmeticperatoris usedonnumbersfdifferent types, theywillbeconvertedto a suitableoutputtype. The resultingtypedependsonwhethera unitdata typeis involved(typesthatarenotplainintegersorfloats).Thefollowing casesmayoccur:691 +(% 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. 694 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 695 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 696 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 697 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 698 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 699 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 700 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 701 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 702 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 603 603 604 - Thereis a way to convert a number into adifferenttypemanually: You append thecorresponding suffix to a sub-expressionin parentheses, like this:704 +(% 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}} 706 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 608 608 609 - Whenconvertingto a non-defaultunittype,this meansyouinterpret the numberasinthe givenunits:"{{code language="xml"}}(1km+500m)h{{/code}}" meansthatyounterpret1500m as 1500 hours,sothe resultingvaluewill be1500x3600 seconds.(Asstatedabove,thedefaultunitfor alengthis metres.)708 +(% 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. 710 +* (% 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. 711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 712 +* (% 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. 713 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 714 +* (% 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 - Everydatatypebecombined witha stringwiththe+operator,andwillbeconverted toastring representation.Thatwayyoucan alsoconcatenatestringsandnumbers:716 +(% 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}} 718 +(% 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. 720 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}} 619 619 620 -(% id="boolean-operators"%)723 +(% 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===725 +(% 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 - SomeadditionalnotesonBoolean operators(suchas and,or,not,==):727 +(% 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 $foo is not checked at all) 631 -* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 632 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 729 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣ {{code}}'One plus one is equal to 2.'{{/code}} 730 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣ {{code}}'One plus one is not equal to 11.'{{/code}} 633 633 732 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 634 634 734 +(% id="boolean-operators" %) 635 635 636 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 637 -(% id="categorybroken_macroanchorstrings-and-formatting" %) 736 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 638 638 639 - {{{==}}}738 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 640 640 641 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 642 642 643 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 644 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 741 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 742 +* (% 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;" %). 743 +* (% 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. 744 +* (% 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 745 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 746 +* (% 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. 747 +* (% 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 - Seealso thesectionabout [[valueproperties>>MediaWiki.NULL]].749 +(% 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}} ⟹ {{codelanguage="xml"}}'12,345,678'{{/code}} (the "," modifierhows a numberwith thousands separators, correctly localised)655 - *{{codelanguage="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{codelanguage="xml"}}'123.400'{{/code}} (show 3 fractionaldigits, roundinghalfawayfrom zero - decimal pointcorrectly localised)656 - * {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}}⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)752 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 753 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 754 +\\(%%) == 657 657 658 - Additional remarks:756 +(% 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). 758 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 759 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 663 663 761 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 664 664 763 +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}}Thereare alsospecial methodsto [[NULL|formatmoneyvaluesandtimevalues]]usingthe"formatted"property.{{/info}}765 +To get a percent character in the result string, use '%%' in the format string. 667 667 668 668 768 +(% 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 - \\770 +**[New as of X Rebirth 4.0]** 671 671 672 - (%id="categorybroken_macroanchorlists"%)772 +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 == 774 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 775 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 776 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 675 675 676 -A nother example for a non-numeric value is a list: It is an orderedcollection of other arbitrary values (called arrayor vector inother languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may alsobe generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].778 +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 "[ ]". 780 +* The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 781 +* ┬áIf "," is used without "." then any fractional digits are discarded. 782 +* "." 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}} 681 681 682 682 786 +{{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 "formatted" 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 - Badusage attempting toremovethelastlementofthe list:<remove_from_listname="$List"exact="$List.{$List.count}"/>790 +(% 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}} 691 691 793 +(% id="categorybroken_macroanchorlists" %) 692 692 795 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 693 693 694 - \\797 +(% 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"%)799 +(% 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 ==801 +{{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 '$', like variables 705 -* null cannot be used as table key (but the number 0 is valid) 706 -* Lists, tables, groups and buildplans cannot be used as table keys\\ 805 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 707 707 807 +{{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 708 708 809 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 709 709 710 - Theserestrictionsonly apply to thekeys,therereno restrictions forvaluesthat youassigntohem. For example:811 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 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\\ 714 714 715 715 815 +(% 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\\ 721 721 818 +(% id="categorybroken_macroanchortables" %) 722 722 820 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 723 723 724 - Just like lists, tables areredas references, so it'spossible thatmultiplevariables reference the same table(seeabove).\\822 +(% 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"%)825 +(% 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 == 827 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 828 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 829 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 830 +\\ 731 731 732 - Properties are acrucialconceptin scriptpressions.Intheprevioussectionsyou have seenmostlyconstant expressions, which are alreadyevaluatedwhentheyareparsedatgameart. For readingand writingvariables andevaluating thegame'sstate, propertiesareused.832 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 733 733 734 -Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 835 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 735 735 736 -You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 737 737 738 -* 1 ⟹ 42 739 -* 2 ⟹ null 740 -* 3 ⟹ 'text' 741 -* 'count' ⟹ 3 742 742 743 -As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 744 744 745 -You can look up a property by appending a dot and the key in curly braces: 840 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 841 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) exactly the same, just a shorter notation(%%) for string keys 842 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) error, 'foo' does not start with a '$' 843 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 746 746 747 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 748 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 749 -* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 750 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 751 751 846 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 752 752 753 753 754 - Inmostcases the propertykey is a fixed string,like"name"or"class". You canwrite this like above:849 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 755 755 756 -* {{code language="xml"}}[42].{'count'}{{/code}} 757 -* {{code language="xml"}}$ship.{'name'}{{/code}} 758 -* {{code language="xml"}}$ship.{'class'}{{/code}} 759 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\ 760 760 852 +(% id="categorybroken_macroanchorvalue-properties" %) 761 761 854 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 762 762 763 - Butit iseasierjusttowrite the propertykeywithoutbraces, whichisequivalent:856 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 764 764 765 -* {{code language="xml"}}[0].count{{/code}} 766 -* {{code language="xml"}}$ship.name{{/code}} 767 -* {{code language="xml"}}$ship.class{{/code}} 768 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\ 858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 769 769 860 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 770 770 862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 863 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 771 771 772 -( Inthis case,$shipisavariable.Allvariables start witha"$", sotheycannotbeconfusedwith keywords.)867 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 773 773 774 - Alisthasevenmore properties:869 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces: 775 775 776 -**random'** returns a randomly chosen element (which requires that the list is non-empty) 871 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 872 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣ 'world' (second element of the inner list, which is the third element of the outer list) 873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 874 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) 42 777 777 778 -**min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 779 779 780 - *{{codelanguage="xml"}}[1,6,8].min{{/code}}⟹1877 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above: 781 781 782 -**average'** returns the average (but all element types have to be compatible) 879 +* {{code}}[42].{'count'}{{/code}} 880 +* {{code}}$ship.{'name'}{{/code}} 881 +* {{code}}$ship.{'class'}┬á{{/code}} 882 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 883 +\\ 783 783 784 - *{{codelanguage="xml"}}[1,6,8].average{{/code}}⟹5885 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 785 785 786 -**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list 887 +* {{code}}[0].count{{/code}} 888 +* {{code}}$ship.name{{/code}} 889 +* {{code}}$ship.class{{/code}} 890 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 891 +\\ 787 787 788 - *{{codelanguage="xml"}}[1,6,8].indexof.{8}{{/code}}⟹3893 +(% 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'**createsa shallowcopyofthelist(i.e. lists that arecontainedas elements inthe list arenotcopied,only theeferenceto them)895 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 791 791 792 - *{{codelanguage="xml"}}[1,6,8].clone{{/code}}⟹{{code language="xml"}}[1,6,8]{{/code}}897 +(% 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 - Atablehas differentproperties:899 +(% 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 901 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 798 798 799 - However,'keys' alonewill notgiveyouaresult.'keys'mustbefollowedbyanotherkeywordto retrieve thedesiredinformation,forexample:\\903 +(% 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) 800 800 905 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 801 801 907 +(% 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 -* {{codelanguage="xml"}}$table.keys.list{{/code}}:Yieldsa list of all keys inthetable (reliably sortedby keyifall keys are numeric)\\909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣ 3 804 804 911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 805 805 913 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 806 806 807 -* {{code language="xml"}}$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"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 915 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 809 809 917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 918 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 810 810 920 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 811 811 812 -{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 813 813 923 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 924 +\\ 925 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 926 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$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 817 817 930 +{{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 elementof a list-however, if $listhas lessthan 5 elements(andif it'salso not a table with the key 5), therewill be an824 - *{{codelanguage="xml"}}$list.{5}?{{/code}}⟹ trueif $listxists andhastheproperty 5, falseotherwise825 - * {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\934 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 935 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 936 +\\(%%) === 826 826 938 +(% 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: 827 827 940 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 941 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 942 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ 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 945 +(% 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: 947 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 948 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ 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 $list, if it exists, null otherwise 950 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 839 839 840 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 952 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 953 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 954 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} Γƒ╣ The first element of the fifth element of $list, if it exists, null otherwise 841 841 956 +(% 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. 957 + 842 842 \\ 843 843 844 844 (% id="static-lookups" %) 845 845 846 -=== Static lookups === 962 +=== (% 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.964 +(% 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: 966 +(% 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 ((( ... ... @@ -855,257 +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 974 +|(%%)(% 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 975 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 976 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 977 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 978 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 980 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 981 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 982 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 983 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 984 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 985 +\\(% 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) 986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 990 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 991 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 992 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 993 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 994 +\\(% 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]]) 995 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 996 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 997 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 998 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 999 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 1000 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 1001 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 1002 +\\(% 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.) 1003 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 1004 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 1005 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 1006 +\\(% 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.) 1007 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 1008 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 1009 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 1010 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 1011 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 1012 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 1013 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 1014 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 1015 +\\(% 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:1018 +{{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:1022 +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: 907 907 908 -<code>(typeof $value).isstring</code>" {{/info}}1024 +<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}}1026 +{{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 - \\1028 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 913 913 914 914 915 - 916 916 (% id="player-properties" %) 917 917 918 -=== Player properties === 1033 +=== (% 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":1035 +(% 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\\ 1037 +* (% 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 1038 +* (% 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 1039 +* (% 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 1040 +* (% 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 1041 +\\ 1042 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1043 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 1044 +\\ 1045 +* (% 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 1046 +* (% 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===1050 +(% id="safe-properties" %) 941 941 942 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:1052 +=== (% 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.(...) 1054 +(% 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. 1056 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1057 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1058 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1059 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1060 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1061 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 952 952 953 -(% id="categorybroken_macroanchormoney-and-time-formatting"%)===Money and timeformatting1063 +(% 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 1065 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1066 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1067 +\\(%%) === 955 955 956 - {{{===}}}1069 +(% 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. 1071 +(% 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"}}$money.formatted.default{{/code}} (using default format string '%s')\\ 1073 +* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 1074 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1075 +\\ 1076 +* {{code}}$time.formatted.{'formatstring'}{{/code}} 1077 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 963 963 1079 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 964 964 1081 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 965 965 966 -* {{code language="xml"}}$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. 1089 +(% 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): 1091 +(% 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\\ 1093 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1094 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1095 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1096 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1097 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1098 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1099 +\\ 990 990 1101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 991 991 992 992 993 -Examples:\\ 1104 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 1105 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1106 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 1107 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1108 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{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}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}}1008 -* {{code language="xml"}}(151s).formatted.default{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}} (same as {'%T'})1009 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31.000'{{/code}}1010 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹{{codelanguage="xml"}}'0:02'{{/code}}1114 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} 1115 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1116 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}} 1117 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'0:02'{{/code}} 1011 1011 1012 1012 (% id="complete-property-documentation" %) 1013 1013 1014 -=== Complete property documentation === 1121 +=== (% 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. 1123 +(% 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. \\1125 +(% 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 1128 +{{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: 1130 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1131 +* 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 1135 +(% 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: 1137 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1138 +* (% 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 1139 +* (% 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¥) 1140 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1141 +* (% 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 1143 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1036 1036 1037 -\\ 1038 1038 1146 +{{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 = 1154 += (% 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.1156 +(% 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 == 1162 +== (% 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: 1164 +(% 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. 1166 +* (% 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). 1167 +* (% 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. 1168 +* (% 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. 1169 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1170 +* (% 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.) 1171 +* (% 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. 1172 +* (% 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. 1173 +* (% 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. 1174 +* (% 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). 1175 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1176 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1177 +* (% 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. 1178 +* (% 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. 1179 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1075 1075 1076 - \\1181 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1077 1077 1078 1078 1184 +{{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 }}Beaware thatcompleted instancescan beauto-deleted,and soadded sub-cueswillnot become active insuch a case.{{/warning}}1186 +{{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 == 1194 +== (% 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. 1196 +(% 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"}} 1095 - <cue [...] version="42"> 1096 - <conditions> [...] </conditions> 1097 - <actions> [...] </actions> 1098 - <patch sinceversion="42"> 1099 - [patch actions] 1100 - </patch> 1101 - </cue> 1102 -{{/code}} 1198 +{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1103 1103 1104 -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.1200 +(% 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. 1105 1105 1106 -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. 1202 +(% 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. 1107 1107 1108 -{{in fo}}The<patch>elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}1204 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1109 1109 1110 1110 1111 1111 ... ... @@ -1113,188 +1113,144 @@ 1113 1113 1114 1114 (% id="common-attribute-groups" %) 1115 1115 1116 -= Common attribute groups = 1212 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1117 1117 1118 -There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1214 +(% 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. 1119 1119 1120 1120 \\ 1121 1121 1122 1122 (% id="categorybroken_macroanchorvalue-comparisons" %) 1123 1123 1124 -== Value comparisons == 1220 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1125 1125 1126 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1222 +(% 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>: 1127 1127 1128 -{{code language="xml"}} 1129 - <check_value value="$ware == ware.silicon and $amount != 0"/> 1130 -{{/code}} 1224 +{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1131 1131 1132 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1226 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1133 1133 1134 -{{code language="xml"}} 1135 - <check_value value="FooCue.state" exact="cuestate.complete"/> 1136 - <check_value value="$foo.count" min="5"/> 1137 - <check_value value="$foo" max="player.age + 1min"/> 1138 - <check_value value="player.money" min="300Cr" max="600Cr"/> 1139 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1140 - <check_value value="$attention" min="attention.visible"/> 1141 -{{/code}} 1228 +{{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr" max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}} 1142 1142 1143 -{{in fo}}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}}1230 +{{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>"/}} 1144 1144 1145 1145 1146 1146 1147 1147 \\ 1148 1148 1149 - ==Random==1236 +(% id="categorybroken_macroanchorrandom-ranges" %) 1150 1150 1151 - Ifanaction requiresa value, e.g. when youset a variableo a value, youcan have somerandomisation.Tospecify anxactvalue, e.g. in<set_value>, youcanwritethis:1238 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1152 1152 1153 -{{code language="xml"}} 1154 - <set_value name="$race" exact="race.teladi"/> 1155 -{{/code}} 1240 +(% 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: 1156 1156 1157 - Toselectrandom elementfromalist,this syntaxcan beused:1242 +{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1158 1158 1159 -{{code language="xml"}} 1160 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1161 -{{/code}} 1244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1162 1162 1163 - Togetrandomnumberwithinagivenrange,youan usemin/max:1246 +{{code}}<set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}} 1164 1164 1165 -{{code language="xml"}} 1166 - <set_value name="$foo" min="-20" max="20"/> 1167 - <set_value name="$timeout" max="20s"/> 1168 -{{/code}} 1248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1169 1169 1170 - min andmax haveo becompatibleumbertypes. Enumerationypes are notllowed, notevenlevelandattention. The min attributeisoptional and defaultsto0 (ofthe numbertype usedin max).1250 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}} 1171 1171 1172 - Youcanselectoneof 5 differentprobability distributionprofiles for the random range,"flat"beingthe default(allvaluesintherange are equally likely). If you selectanother profile, e.g."increasing"to makehigher numbersmorelikely, youalsohavetospecifya scalealue(integer)thatis greater or equalto2.Higherscale values resultinhigher peaks inthe distributionprofiles(probablevaluesbecome even more probable).1252 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1173 1173 1174 -{{code language="xml"}} 1175 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1176 -{{/code}} 1254 +(% 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). 1177 1177 1178 - \\(% id="variables-and-namespaces"%)1256 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1179 1179 1180 -= Variablesandnamespaces=1258 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 1181 1181 1182 - Asyou have seen above, you can easily accessvariablesby writing their name (including $ prefix) inan expression. Namespacesdefine in which cue the variables are actually stored (and from which cue they are read).1260 +(% id="variables-and-namespaces" %) 1183 1183 1262 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1184 1184 1185 - \\\\\\(%id="categorybroken_macroanchorcreating-and-removing-variables"%)1264 +(% 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). 1186 1186 1187 -= =Creatingandremovingvariables==1266 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1188 1188 1189 -You can create variables with certain actions and conditions, such as the <set_value> action: 1190 1190 1191 -{{code language="xml"}} 1192 - <set_value name="$foo" exact="$bar + 1" /> 1193 -{{/code}} 1269 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1194 1194 1195 - <set_value>alsoexists as a"condition", which can be usefulif you want to pass informationabout the conditions to the actions,hat would otherwise be lostlikein acomplex <check_any> eventcondition,where you want tocreatea variableonly if youare in a certaincheck branch.(Otherpseudo-conditionsare <remove_value> and <debug_text>.)1271 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1196 1196 1197 - Thedefaultoperation of <set_value> is"**set**",butthereremore: "**add**", "**subtract**",and"**insert**".//add//and//subtract// changethevalueof an existing variable, which is createdas0if itdidn'texistbefore. If neither //min//,//max//nor//exact//attributeisprovided,anexactvalueof1 isassumed.1273 +(% 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: 1198 1198 1199 -{{code language="xml"}} 1200 - <set_value name="$foo" operation="add" /> 1201 -{{/code}} 1275 +{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1202 1202 1203 - Thetrickisthat <set_value>not only works onvariables,but also onlistelementsand table keys:1277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1204 1204 1205 -{{code language="xml"}} 1206 - <set_value name="$list.{1}" exact="42" /> 1207 - <set_value name="$table.$foo" exact="42" /> 1208 -{{/code}} 1279 +(% 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. 1209 1209 1210 - Theoperation //insert// is special, and itonly workson lists. It inserts thevaluet thespecified position (notethatthe positionbeyondthe lastelementis alsovalidhere):1281 +{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1211 1211 1212 -{{code language="xml"}} 1213 - <set_value name="$list.{1}" exact="42" operation="insert" /> 1214 -{{/code}} 1283 +(% 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: 1215 1215 1216 - This shiftsthepositions ofall followingelementsp byone. If min/max/exactare missing,the defaultisnullfor insertions, not1 likeinothercases.1285 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1217 1217 1218 - Appendingis easier thanthat.The followingactionsare equivalent:1287 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1219 1219 1220 -{{code language="xml"}} 1221 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1222 - <append_to_list name="$list" exact="42" /> 1223 -{{/code}} 1289 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1224 1224 1225 - Insertingatapositionbelow1or above$list.count+1 isnotpossible.1291 +(% 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. 1226 1226 1227 - Toremovevariablesorlist/tableentries,use<remove_value>:1293 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1228 1228 1229 -{{code language="xml"}} 1230 - <remove_value name="$foo" /> 1231 - <remove_value name="$list.{1}" /> 1232 - <remove_value name="$table.$foo" /> 1233 -{{/code}} 1295 +{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1234 1234 1235 - Removinganentryfroma listshiftsallfollowing elements down by one. If youwanttoclear anentrywithout removing itfromthelist,justuse <set_value> instead.1297 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1236 1236 1299 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1300 + 1301 +{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1302 + 1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1304 + 1305 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1306 + 1307 + 1237 1237 (% id="accessing-remote-variables" %) 1238 1238 1239 -== Accessing remote variables == 1310 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1240 1240 1241 -You can also read and write variables in other cues by using the variable name as property key: 1312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1242 1242 1243 -{{code language="xml"}} 1244 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1245 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1246 -{{/code}} 1314 +{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1247 1247 1248 -Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1316 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1249 1249 1250 -{{code language="xml"}} 1251 - <set_value name="static.$counter" operation="add" /> 1252 - <set_value name="parent.$foo" exact="42" /> 1253 - <set_value name="this.$bar" exact="parent" /> 1254 - <set_value name="$baz" exact="this.$bar.$foo" /> 1255 -{{/code}} 1318 +{{code}}<set_value┬áname="static.$counter"┬áoperation="add" /><set_value┬áname="parent.$foo"┬áexact="42" /><set_value┬áname="this.$bar"┬áexact="parent" /><set_value┬áname="$baz"┬áexact="this.$bar.$foo" />{{/code}} 1256 1256 1257 - \\\\\\(%id="namespaces" %)1320 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1258 1258 1259 -== Namespaces == 1260 1260 1261 - Inthe examples above, a variable was written to andread from the"this" cue. This canbe necessary: the expression "$foo"may bedifferent from the expression "this.$foo". The reason for that are namespaces.1323 +(% id="namespaces" %) 1262 1262 1263 - Consider thiscase:1325 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1264 1264 1265 -{{code language="xml"}} 1266 -<cue name="Root"> 1267 - <actions> 1268 - <set_value name="$foo" /> 1269 - </actions> 1270 - <cues> 1271 - <cue name="SubCue"> [...] 1272 - </cue> 1273 - </cues> 1274 -</cue> 1275 -{{/code}} 1327 +(% 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. 1276 1276 1277 - Whentherootcue creates $foo, the variable is storedin the Root cue directly. But SubCue and its descendants will also needaccess to $foo. Ofcourse they could write "parent.$foo" or "Root.$foo", but since it's very commonto have a single locationfor most variablesin the whole cue tree, the easy solutionisto writejust "$foo" - because variablenames are looked up inthe **namespace cue**, which isthe root by default. Also newlycreated variablesnd up in the namespace, and not in "this" cue.1329 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1278 1278 1279 - Youcanalso usehekeyword "**namespace**"in expressionsoget thespace cue.1331 +{{code}}<cue┬áname="Root">┬á <actions>┬á ┬á <set_value┬áname="$foo" />┬á </actions>┬á <cues>┬á ┬á <cue┬áname="SubCue"> [...]┬á ┬á </cue>┬á </cues></cue>{{/code}} 1280 1280 1333 +(% 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. 1334 + 1335 +(% 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. 1336 + 1281 1281 (% id="defining-a-cues-namespace" %) 1282 1282 1283 -=== Defining a cue 's namespace ===1339 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1284 1284 1285 -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: 1341 +(% 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: 1286 1286 1287 -* **this**: Use "this"cue as namespace, even for instances: $foo == this.$foo1288 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo1289 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".1343 +* **(% 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 1344 +* **(% 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 1345 +* **(% 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¥. 1290 1290 1347 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1291 1291 1292 -{{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: 1293 1293 1294 -{{code language="xml"}} 1295 -<cue name="LibRef" ref="Lib"> 1296 - <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> 1297 - <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --> 1298 -</cue> 1299 -{{/code }} 1300 -{{/warning}} 1350 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span> 1351 + 1352 +<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}