Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32956.1
edited by Daniel Turner
on 2023/08/22 19:05
Change comment: There is no comment for this version
To version 32938.1
edited by Daniel Turner
on 2023/08/22 16:49
Change comment: Rollback to version 32934.1

Summary

Details

Page properties
Title
... ... @@ -1,1 +1,1 @@
1 -Mission Director Guide
1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
Parent
... ... @@ -1,1 +1,0 @@
1 -X Rebirth Wiki.Modding support.WebHome
Content
... ... @@ -1,10 +1,10 @@
1 1  The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
2 2  
3 -An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +An introduction to the original MD can be found in the[[ (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 -{{info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}}
7 +{{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}
8 8  
9 9  (% id="md-scripts" %)
10 10  
... ... @@ -14,17 +14,15 @@
14 14  
15 15  MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions.
16 16  
17 -MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.
17 +MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
18 18  
19 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
20 20  
21 21  This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
22 22  
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]]).
23 +{{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]]).
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}}
25 +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."/}}
28 28  
29 29  == Script debug output ==
30 30  
... ... @@ -32,11 +32,11 @@
32 32  
33 33  To collect all messages in a file, start the game with the following parameters on the command line:
34 34  
35 -{{code language="xml"}}-logfile debuglog.txt{{/code}}
33 +{{code}}-logfile debuglog.txt{{/code}}
36 36  
37 37  All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line:
38 38  
39 -{{code language="xml"}}-debug scripts{{/code}}
37 +{{code}}-debug scripts{{/code}}
40 40  
41 41  Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
42 42  
... ... @@ -46,7 +46,7 @@
46 46  
47 47  In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file.
48 48  
49 -The XML root node of an MD file is called "mdscript" and looks like this:
47 +The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
50 50  
51 51  {{code language="xml"}}
52 52  <?xml version="1.0" encoding="utf-8"?>
... ... @@ -53,7 +53,7 @@
53 53  <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
54 54  {{/code}}
55 55  
56 -"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script's contents easily.
54 +ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
57 57  
58 58  The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
59 59  
... ... @@ -86,7 +86,7 @@
86 86  
87 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}}
87 +{{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
90 90  
91 91  This is how a cue node looks like:
92 92  
... ... @@ -110,7 +110,7 @@
110 110  
111 111  **Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
112 112  
113 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_" so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
111 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix 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.
114 114  
115 115  Example for an event condition:
116 116  
... ... @@ -150,11 +150,11 @@
150 150  
151 151  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
152 152  
153 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
151 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥ and ΓÇ£//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).\\
154 154  
155 155  
156 156  
157 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event.
155 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
158 158  
159 159  Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
160 160  
... ... @@ -182,9 +182,7 @@
182 182  
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}}
183 +{{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."/}}
188 188  
189 189  == Actions ==
190 190  
... ... @@ -200,7 +200,7 @@
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.
199 +<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  
205 205  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>.
206 206  
... ... @@ -218,7 +218,7 @@
218 218  
219 219  
220 220  
221 -{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}}
217 +{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}
222 222  
223 223  
224 224  
... ... @@ -234,7 +234,7 @@
234 234  
235 235  Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
236 236  
237 -{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
233 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}
238 238  
239 239  
240 240  
... ... @@ -247,7 +247,7 @@
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.
246 +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  
252 252  To use a library, use the attribute ref:
253 253  
... ... @@ -288,12 +288,13 @@
288 288  {{/code}}
289 289  
290 290  
291 -{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
292 292  
288 +{{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  
292 +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.
293 +
297 297  Notes:
298 298  
299 299  * 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).
... ... @@ -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:
317 +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 $baz would be created.
326 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$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">
... ... @@ -343,27 +343,27 @@
343 343  
344 344  = Instantiation =
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.
343 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
344 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
348 348  \\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  
350 350  == Cleaning up instances explicitly ==
351 351  
352 -Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
349 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
353 353  
354 -{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}}
351 +{{info body="&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}}
355 355  
356 356  == Access to instances ==
357 357  
358 358  
359 359  
360 -{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
357 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
361 361  
362 362  
363 363  
364 364  In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
365 365  
366 -When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
363 +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.
367 367  
368 368  Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor.
369 369  
... ... @@ -376,11 +376,11 @@
376 376  Example situations:
377 377  
378 378  * 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.
376 +* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
377 +* 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.
378 +* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
379 +* 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.
380 +* In the inst-2 tree: ΓÇ£SubBazΓÇ¥ 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  
385 385  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  
... ... @@ -396,53 +396,49 @@
396 396  
397 397  * **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\
398 398  
399 -{{code language="xml"}}
400 - <debug_text text="static.$foo"/>
401 -{{/code}}
402 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
403 -{{code language="xml"}}
404 -<set_value name="$foo" exact="static.$foo"/>
405 -{{/code}}
396 +{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
397 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
398 +\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
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.
400 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
401 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances.
409 409  
410 410  = Expressions =
411 411  
412 412  Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
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)
407 +* {{code}}0{{/code}} (integer number)
408 +* {{code}}0772{{/code}} (leading 0 means octal integer number)
409 +* {{code}}3.14159{{/code}} (floating point number)
410 +* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
411 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
419 419  
420 420  
421 421  
422 -{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}}
415 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}
423 423  
424 424  
425 425  
426 426  You can write string literals by putting the string in single quotes:
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}}
421 +* {{code}}'Hello world'{{/code}}
422 +* {{code}}''{{/code}} (empty string)
423 +* {{code}}'String with a line break\n'{{/code}}
431 431  
432 432  
433 433  
434 -{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}}
427 +{{note body="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 '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}
435 435  
436 436  == Numeric data types and suffixes ==
437 437  
438 -Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix:
431 +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:
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)
433 +* {{code}}5000000000L{{/code}} (large integer)
434 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
435 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
436 +* {{code}}500m{{/code}} (Length in metres)
437 +* {{code}}10s{{/code}} (Time in seconds)
438 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
446 446  
447 447  A space between number and suffix is allowed.
448 448  
... ... @@ -483,92 +483,92 @@
483 483  \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
484 484  )))
485 485  
486 -{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
479 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
487 487  
488 488  == Operators ==
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
483 +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
491 491  
492 492  (% style="margin-left: 0.0px;" %)
493 493  (((
494 494  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
495 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above
496 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions
497 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
498 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
499 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
500 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
501 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
502 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
488 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
489 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
490 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
491 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
492 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
493 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
494 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
495 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
503 503  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
504 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
505 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
506 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
497 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
498 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
499 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
507 507  |typeof|unary|
508 -{{code language="xml"}}typeof null{{/code}}
509 -\\{{code language="xml"}}typeof 0{{/code}}
510 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}|
511 -{{code language="xml"}}datatype.null{{/code}}
512 -\\{{code language="xml"}}datatype.integer{{/code}}
513 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
501 +{{code}}typeof null{{/code}}
502 +\\{{code}}typeof 0{{/code}}
503 +\\{{code}}typeof 'Hello world'{{/code}}|
504 +{{code}}datatype.null{{/code}}
505 +\\{{code}}datatype.integer{{/code}}
506 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
514 514  |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)
508 +{{code}}sin(30deg){{/code}}
509 +\\{{code}}sin(pi){{/code}}|
510 +{{code}}0.5{{/code}}
511 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
519 519  |cos|unary|
520 -{{code language="xml"}}cos(60deg){{/code}}
521 -\\{{code language="xml"}}cos(pi){{/code}}|
522 -{{code language="xml"}}0.5{{/code}}
523 -\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
524 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
525 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
526 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
527 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
528 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
529 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
530 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
513 +{{code}}cos(60deg){{/code}}
514 +\\{{code}}cos(pi){{/code}}|
515 +{{code}}0.5{{/code}}
516 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
517 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
518 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
519 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
520 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
521 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
522 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
523 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
531 531  |+|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}}|
525 +{{code}}1 + 1{{/code}}
526 +\\{{code}}'Hello' + ' world'{{/code}}|
527 +{{code}}2{{/code}}
528 +\\{{code}}'Hello world'{{/code}}|
536 536  Addition
537 537  \\String concatenation
538 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
531 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
539 539  |
540 540  lt
541 -\\< (<)|binary|
542 -{{code language="xml"}}1 lt 3{{/code}}
543 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
534 +\\&lt; (<)|binary|
535 +{{code}}1 lt 3{{/code}}
536 +\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
544 544  |
545 545  le
546 -\\<=|binary|
547 -{{code language="xml"}}1 le 3{{/code}}
548 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
539 +\\&lt;=|binary|
540 +{{code}}1 le 3{{/code}}
541 +\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
549 549  |
550 550  gt
551 -\\> (>)|binary|
552 -{{code language="xml"}}1 gt 3{{/code}}
553 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
544 +\\&gt; (>)|binary|
545 +{{code}}1 gt 3{{/code}}
546 +\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
554 554  |
555 555  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
549 +\\&gt;=|binary|
550 +{{code}}1 ge 3{{/code}}
551 +\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
559 559  |(((
560 560  = =
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)
554 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
555 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
556 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
557 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|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")
561 +{{code}}if 1 == 2 then 'F'{{/code}}
562 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
563 +{{code}}null{{/code}}
564 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
572 572  
573 573  )))(% id="operator-precedence-rules" %)
574 574  (%%)
... ... @@ -575,7 +575,7 @@
575 575  
576 576  === Operator precedence rules ===
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.
571 +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.
579 579  
580 580  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
581 581  * Power operator: ^
... ... @@ -593,7 +593,7 @@
593 593  
594 594  When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur:
595 595  
596 -* Null and something else: The null value will be interpreted as "0" of the other type.
589 +* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
597 597  * Two non-unit integers: The result will be an integer of the largest involved type.
598 598  * Two non-unit numbers, not all integers: The result will be the largest involved float type.
599 599  * Non-unit and unit: The result will be the unit type.
... ... @@ -603,17 +603,17 @@
603 603  
604 604  There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this:
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}}
599 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
600 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
608 608  
609 -When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
602 +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.)
610 610  
611 611  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.
612 612  
613 613  Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers:
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}}
608 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
609 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
617 617  
618 618  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
619 619  
... ... @@ -624,12 +624,12 @@
624 624  Some additional notes on Boolean operators (such as and, or, not, ==):
625 625  
626 626  * 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**.
620 +* 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 **non-zero** or **non-numeric**.
628 628  * != 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)
622 +* 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
623 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
631 631  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
632 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
625 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
633 633  
634 634  
635 635  
... ... @@ -640,30 +640,30 @@
640 640  
641 641  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
642 642  
643 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
644 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
636 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
637 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
645 645  
646 646  See also the section about [[value properties>>MediaWiki.NULL]].
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'.
641 +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'.
649 649  \\To get a percent character in the result string, use '%%' in the format string.
650 650  \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
651 651  \\**[New as of X Rebirth 4.0]**
652 652  \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number):
653 653  
654 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
655 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
656 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
647 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
648 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
649 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
657 657  
658 658  Additional remarks:
659 659  
660 660  * 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.
654 +*  If "," is used without "." then any fractional digits are discarded.
662 662  * "." 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).
663 663  
664 664  
665 665  
666 -{{info}}There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.{{/info}}
659 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
667 667  
668 668  
669 669  
... ... @@ -675,19 +675,19 @@
675 675  
676 676  Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
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 "[ ]".
671 +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¥.
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}}
673 +{{note body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}
681 681  
682 682  
683 683  
684 684  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.
679 +{{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
687 687  
688 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
681 +Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
689 689  
690 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
683 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
691 691  
692 692  
693 693  
... ... @@ -709,15 +709,15 @@
709 709  
710 710  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
711 711  
712 -* {{code language="xml"}}table[]{{/code}} creates an empty table
713 -* {{code language="xml"}}table[{0} = null]{{/code}} creates a table that maps the number 0 to null\\
705 +* {{code}}table[]{{/code}} ⟹ creates an empty table
706 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
714 714  
715 715  
716 716  
717 -* {{code language="xml"}}table[{'$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 '$'
720 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} a table that maps 1 to an empty list and 2 to an empty table\\
710 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
711 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
712 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
713 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
721 721  
722 722  
723 723  
... ... @@ -729,47 +729,47 @@
729 729  
730 730  == Value properties ==
731 731  
732 -Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used.
725 +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.
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.
727 +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.
735 735  
736 736  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
731 +* 1 ⟹ 42
732 +* 2 ⟹ null
733 +* 3 ⟹ 'text'
734 +* 'count' ⟹ 3
742 742  
743 743  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  
745 745  You can look up a property by appending a dot and the key in curly braces:
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\\
740 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
741 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
742 +* {{code}}[].{'count'}{{/code}} ⟹ 0
743 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
751 751  
752 752  
753 753  
754 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
747 +In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
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'].{'$foo'}{{/code}}\\
749 +* {{code}}[42].{'count'}{{/code}}
750 +* {{code}}$ship.{'name'}{{/code}}
751 +* {{code}}$ship.{'class'} {{/code}}
752 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
760 760  
761 761  
762 762  
763 763  But it is easier just to write the property key without braces, which is equivalent:
764 764  
765 -* {{code language="xml"}}[0].count{{/code}}
766 -* {{code language="xml"}}$ship.name{{/code}}
767 -* {{code language="xml"}}$ship.class{{/code}}
768 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\
758 +* {{code}}[0].count{{/code}}
759 +* {{code}}$ship.name{{/code}}
760 +* {{code}}$ship.class{{/code}}
761 +* {{code}}table[$foo='bar'].$foo{{/code}}\\
769 769  
770 770  
771 771  
772 -(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
765 +(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
773 773  
774 774  A list has even more properties:
775 775  
... ... @@ -777,19 +777,19 @@
777 777  
778 778  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
779 779  
780 -* {{code language="xml"}}[1, 6, 8].min{{/code}} 1
773 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
781 781  
782 782  **average'** returns the average (but all element types have to be compatible)
783 783  
784 -* {{code language="xml"}}[1, 6, 8].average{{/code}} 5
777 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
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
779 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list
787 787  
788 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} 3
781 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
789 789  
790 790  **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
791 791  
792 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} {{code language="xml"}}[1, 6, 8]{{/code}}
785 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
793 793  
794 794  A table has different properties:
795 795  
... ... @@ -800,16 +800,16 @@
800 800  
801 801  
802 802  
803 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
796 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
804 804  
805 805  
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)
800 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
801 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
809 809  
810 810  
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}}
805 +{{note body="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'.{[...]}."/}}
813 813  
814 814  
815 815  
... ... @@ -818,24 +818,24 @@
818 818  
819 819  {{{===}}}
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:
814 +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:
822 822  
823 -* {{code language="xml"}}$list.{5}{{/code}} The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
824 -* {{code language="xml"}}$list.{5}?{{/code}} true if $list exists and has the property 5, false otherwise
825 -* {{code language="xml"}}$table.$key?{{/code}} Analogously, true if $table exists and has the string property '$key'\\
816 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
817 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
818 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
826 826  
827 827  
828 828  
829 829  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
824 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
825 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
833 833  
834 -To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
827 +To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
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 $list, if it exists, null otherwise
829 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
830 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
831 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
839 839  
840 840  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.
841 841  
... ... @@ -845,7 +845,7 @@
845 845  
846 846  === 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.
841 +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  
850 850  Here are a few enumeration classes and corresponding example lookup values:
851 851  
... ... @@ -899,15 +899,15 @@
899 899  \\faction.argongovernment|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:
895 +{{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:
899 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property &quot;'''isstring'''&quot; instead. For example, to check if the variable $value is a string, use the following term:
907 907  
908 -<code>(typeof $value).isstring</code>"{{/info}}
901 +<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}}
903 +{{info body="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."/}}
911 911  
912 912  \\
913 913  
... ... @@ -917,11 +917,11 @@
917 917  
918 918  === Player properties ===
919 919  
920 -You can access many player-related game properties via the keyword "player":
913 +You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
921 921  
922 -* player.**name**: The player's name
915 +* player.**name**: The playerΓÇÖs name
923 923  * player.**age**: The passed in-game time since game start
924 -* player.**money**: The money in the player's account
917 +* player.**money**: The money in the playerΓÇÖs account
925 925  * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
926 926  
927 927  
... ... @@ -948,7 +948,7 @@
948 948  * available
949 949  * isclass.(...)
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.
944 +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.
952 952  
953 953  (% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
954 954  
... ... @@ -958,13 +958,13 @@
958 958  **[New as of X Rebirth 4.0]**
959 959  \\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.
960 960  
961 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
962 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\
954 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
955 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
963 963  
964 964  
965 965  
966 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
967 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
959 +* {{code}}$time.formatted.{'formatstring'}{{/code}}
960 +* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
968 968  
969 969  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
970 970  
... ... @@ -994,20 +994,20 @@
994 994  
995 995  
996 996  
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}}
990 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
991 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
992 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
993 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
994 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
1002 1002  
1003 1003  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
1004 1004  
1005 1005  Examples:
1006 1006  
1007 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} {{code language="xml"}}'00:02:31'{{/code}}
1008 -* {{code language="xml"}}(151s).formatted.default{{/code}} {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
1009 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} {{code language="xml"}}'00:02:31.000'{{/code}}
1010 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} {{code language="xml"}}'0:02'{{/code}}
1000 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1001 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1002 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1003 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
1011 1011  
1012 1012  (% id="complete-property-documentation" %)
1013 1013  
... ... @@ -1019,26 +1019,26 @@
1019 1019  
1020 1020  
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:
1015 +{{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:
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}}
1017 +* Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1018 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}}
1026 1026  
1027 1027  
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:
1022 +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:
1030 1030  
1031 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 (".")
1025 +* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1026 +* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
1034 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
1028 +* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
1036 1036  
1037 1037  \\
1038 1038  
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}}
1034 +{{note body="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."/}}
1042 1042  
1043 1043  
1044 1044  
... ... @@ -1048,7 +1048,7 @@
1048 1048  
1049 1049  = 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.
1044 +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  
... ... @@ -1077,9 +1077,9 @@
1077 1077  
1078 1078  
1079 1079  
1080 -{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}}
1073 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}
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}}
1075 +{{warning body="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."/}}
1083 1083  
1084 1084  
1085 1085  
... ... @@ -1091,21 +1091,13 @@
1091 1091  
1092 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.
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}}
1087 +{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
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.
1089 +The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1105 1105  
1106 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.
1107 1107  
1108 -{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1093 +{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1109 1109  
1110 1110  
1111 1111  
... ... @@ -1125,56 +1125,41 @@
1125 1125  
1126 1126  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 $amount != 0"/>
1130 -{{/code}}
1113 +{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1131 1131  
1132 1132  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1133 1133  
1134 -{{code language="xml"}}
1135 - <check_value value="FooCue.state" exact="cuestate.complete"/>
1136 - <check_value value="$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="$attention" min="attention.visible"/>
1141 -{{/code}}
1117 +{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1142 1142  
1143 -{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1119 +{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1144 1144  
1145 1145  
1146 1146  
1147 1147  \\
1148 1148  
1125 +(% id="categorybroken_macroanchorrandom-ranges" %)
1126 +
1149 1149  == Random ranges ==
1150 1150  
1151 1151  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1152 1152  
1153 -{{code language="xml"}}
1154 - <set_value name="$race" exact="race.teladi"/>
1155 -{{/code}}
1131 +{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1156 1156  
1157 1157  To select a random element from a list, this syntax can be used:
1158 1158  
1159 -{{code language="xml"}}
1160 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/>
1161 -{{/code}}
1135 +{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1162 1162  
1163 1163  To get a random number within a given range, you can use min/max:
1164 1164  
1165 -{{code language="xml"}}
1166 - <set_value name="$foo" min="-20" max="20"/>
1167 - <set_value name="$timeout" max="20s"/>
1168 -{{/code}}
1139 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1169 1169  
1170 1170  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1171 1171  
1172 -You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1143 +You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1173 1173  
1174 -{{code language="xml"}}
1175 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1176 -{{/code}}
1145 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1177 1177  
1147 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1178 1178  \\(% id="variables-and-namespaces" %)
1179 1179  
1180 1180  = Variables and namespaces =
... ... @@ -1181,120 +1181,84 @@
1181 1181  
1182 1182  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).
1183 1183  
1184 -
1154 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1185 1185  \\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1186 1186  
1187 1187  == Creating and removing variables ==
1188 1188  
1189 -You can create variables with certain actions and conditions, such as the <set_value> action:
1159 +{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1190 1190  
1191 -{{code language="xml"}}
1192 - <set_value name="$foo" exact="$bar + 1" />
1193 -{{/code}}
1161 +{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1194 1194  
1195 -<set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1163 +<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>.)
1196 1196  
1197 -The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1165 +The default operation of <set_value> is ΓÇ£**set**ΓÇ¥, but there are more: ΓÇ£**add**ΓÇ¥, ΓÇ£**subtract**ΓÇ¥, and ΓÇ£**insert**ΓÇ¥. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1198 1198  
1199 -{{code language="xml"}}
1200 - <set_value name="$foo" operation="add" />
1201 -{{/code}}
1167 +{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1202 1202  
1203 1203  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1204 1204  
1205 -{{code language="xml"}}
1206 - <set_value name="$list.{1}" exact="42" />
1207 - <set_value name="$table.$foo" exact="42" />
1208 -{{/code}}
1171 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1209 1209  
1210 1210  The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1211 1211  
1212 -{{code language="xml"}}
1213 - <set_value name="$list.{1}" exact="42" operation="insert" />
1214 -{{/code}}
1175 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1215 1215  
1216 1216  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.
1217 1217  
1218 1218  Appending is easier than that. The following actions are equivalent:
1219 1219  
1220 -{{code language="xml"}}
1221 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" />
1222 - <append_to_list name="$list" exact="42" />
1223 -{{/code}}
1181 +{{code}}&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1224 1224  
1225 1225  Inserting at a position below 1 or above $list.count + 1 is not possible.
1226 1226  
1227 1227  To remove variables or list/table entries, use <remove_value>:
1228 1228  
1229 -{{code language="xml"}}
1230 - <remove_value name="$foo" />
1231 - <remove_value name="$list.{1}" />
1232 - <remove_value name="$table.$foo" />
1233 -{{/code}}
1187 +{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1234 1234  
1235 1235  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1236 1236  
1237 -(% id="accessing-remote-variables" %)
1191 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1192 +\\\\\\(% id="accessing-remote-variables" %)
1238 1238  
1239 1239  == Accessing remote variables ==
1240 1240  
1241 1241  You can also read and write variables in other cues by using the variable name as property key:
1242 1242  
1243 -{{code language="xml"}}
1244 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" />
1245 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1246 -{{/code}}
1198 +{{code}}&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1247 1247  
1248 1248  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1249 1249  
1250 -{{code language="xml"}}
1251 - <set_value name="static.$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.$foo" />
1255 -{{/code}}
1202 +{{code}}&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1256 1256  
1204 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1257 1257  \\\\\\(% id="namespaces" %)
1258 1258  
1259 1259  == Namespaces ==
1260 1260  
1261 -In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
1209 +In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1262 1262  
1263 1263  Consider this case:
1264 1264  
1265 -{{code language="xml"}}
1266 -<cue name="Root">
1267 - <actions>
1268 - <set_value name="$foo" />
1269 - </actions>
1270 - <cues>
1271 - <cue name="SubCue"> [...]
1272 - </cue>
1273 - </cues>
1274 -</cue>
1275 -{{/code}}
1213 +{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1276 1276  
1277 -When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue.
1215 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$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 **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1278 1278  
1279 -You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1217 +You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1280 1280  
1281 1281  (% id="defining-a-cues-namespace" %)
1282 1282  
1283 -=== Defining a cue's namespace ===
1221 +=== Defining a cueΓÇÖs namespace ===
1284 1284  
1285 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:
1286 1286  
1287 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo
1288 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1289 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1225 +* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1226 +* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1227 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1290 1290  
1229 +(% 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.$foo (error) -->
1298 -</cue>
1299 -{{/code }}
1300 -{{/warning}}
1232 +{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example:
1233 +
1234 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}