Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
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edited by Daniel Turner
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To version 31190.1
edited by Daniel Turner
on 2023/04/25 11:20
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Tags
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... ... @@ -1,66 +1,84 @@ 1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 1 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 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. 4 4 5 - Thisdocumentis primarilysupposed tobeaguide forMDusers(peoplewhouse theMDto developmissionsorwriteotherMDscripts),notfor MDprogrammers(peoplewhoworkontheMDengine in C++).4 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 6 6 7 -{{info}} 8 -The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 9 -{{/info}} 6 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 10 10 8 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 11 11 10 + 11 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 12 + 13 + 14 +(% id="table-of-contents" %) 15 + 16 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 17 + 18 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 19 + 12 12 {{toc/}} 13 13 14 - =MDscripts=22 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 15 15 16 -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. 17 17 18 - MDfiles are XML files locatedin the game folder **md**. All XML filesin that folder are loaded at game start. The file names are irrelevant, since the internally used scriptnamesare read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.25 +(% id="md-scripts" %) 19 19 20 - ToeditMDscripts, an XML editing toolis needed. Microsoft VisualStudio(if available) or[[Microsoft Visual WebDeveloper>>url:http://www.microsoft.com/express/vwd/]] (forfree)are highly recommendedbecause they have pretty good support for XML schemas(XSD). The providedMissionDirectorschema files help you create the XML file by displaying all availabletagsand attributes as you edit the XML.27 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts(%%) = 21 21 22 - Thisfunctionalityisonlyavailableiftheschemafiles **md.xsd** and**common.xsd**areinhecorrect folder. Ifyouare editingtheXMLin thegamefolder directly,alliswellandthefilesareloadedfromhelibrariesfolder.However,if you are editinginaseparatefolder,copythoseXSDfilesfrom thelibrariesfolderdirectlyinto thefolder where yourXML filesare located.29 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 23 23 24 -{{info}} 25 -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]]). 31 +(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names. 26 26 27 -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 -{{/info}} 33 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 29 29 30 -== Script debug output==35 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 31 31 32 - Thegamecanprint errormessages and,when enabled, alsogeneralmessages.Errormessages canginate fromthe scriptingsystem, butalsofrom othergameub-systems.Theycan be viewedin thein-game[[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].37 +{{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]]). 33 33 34 -To col lect allmessagesinafile,start thegame with the followingparameters on thecommandline:39 +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."/}} 35 35 36 -{{code language="xml"}} 37 --logfile debuglog.txt 38 -{{/code}} 39 39 40 -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: 41 41 42 -{{code language="xml"}} 43 --debug scripts 44 -{{/code}} 43 +(% id="categorybroken_macroanchorscript-debug-output" %) 45 45 46 - Otherdebugfiltersother than"scripts"can be enabled byrepeatinghebugcommandforeachfiltername,butthat is rarely needed for scripting.45 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Script debug output(%%) == 47 47 48 - Thescriptaction<debug_text>canbeusedtoprintdebug messages from within a script.47 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the (% style="color: rgb(0,0,0);text-decoration: none;" %)in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. 49 49 50 -= MDscript structure=49 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)To collect all messages(%%) in a file, start the game with the following parameters on the command line: 51 51 52 - Inthissection we will lookat how to starthewhole process by creatinganew MD missionfileandthebasicsteps in producing missioncontentwith XMLcode. There will beadescription ofthe key elementsof themission file.51 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-logfile debuglog.txt{{/code}} 53 53 54 - TheXMLroot node ofanMDfileiscalled"mdscript" andlooks likethis:53 +(% style="color: rgb(0,0,0);text-decoration: none;" %)All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 55 55 55 +(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 56 + 57 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 58 + 59 + 60 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script. 61 + 62 + 63 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 64 + 65 + 66 +(% id="md-script-structure" %) 67 + 68 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 69 + 70 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. 71 + 72 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this: 73 + 56 56 {{code language="xml"}} 57 57 <?xml version="1.0" encoding="utf-8"?> 58 58 <mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 59 59 {{/code}} 60 60 61 -"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.79 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 62 62 63 -The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 81 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 64 64 65 65 {{code language="xml"}} 66 66 <?xml version="1.0" encoding="utf-8"?> ... ... @@ -74,26 +74,36 @@ 74 74 </mdscript> 75 75 {{/code}} 76 76 77 -= =Cues==95 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 78 78 79 - Cuesare the main ingredient of an MD script. A cue consists ofasetof **conditions** and a setof **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue canhavechild cues, or**sub-cues**: A sub-cue existsonly when its parentcuehas become active, so the activation of the parentcueinitiatesthe condition checks of its child cues.97 +(% id="categorybroken_macroanchorcues" %) 80 80 81 - Acuecan havethefollowingstates:99 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 82 82 83 -* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 84 -* **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 85 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 101 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 86 86 103 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 87 87 88 -* **Complete**: The cue has finished performing its actions. 89 -* **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 105 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing. 106 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 107 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state. 108 +\\ 109 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions. 110 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 90 90 91 -{{info}} 92 -There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed. 93 -{{/info}} 112 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 94 94 95 -This is how a cue node looks like: 96 96 115 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 116 +</span>"/}} 117 + 118 + 119 + 120 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 121 + 122 + 123 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 124 + 97 97 {{code language="xml"}} 98 98 <cue name="CueName"> 99 99 <conditions> [...] ... ... @@ -106,18 +106,23 @@ 106 106 </cue> 107 107 {{/code}} 108 108 109 -The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 137 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 110 110 111 - ==Conditions==139 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 112 112 113 -The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 114 114 115 - **Non-eventconditions** are checkedeither once or repeatedly in a fixed interval. Theymaybe basedonsimple values or ranges, such as a particular in-game time having been reachedorthe player having acertain amount of money. They may also be basedon more complex playerinformation,suchas what ships they own, whether the player is in a particular area or near a particular object.142 +(% id="categorybroken_macroanchorconditions" %) 116 116 117 - **Eventconditions**are triggered when the corresponding eventhappens, such as the event that a particular object has been targeted, attacked or destroyed. Allevent nodes have the prefix"event_" so youcan easily determine a condition type. Afteran event condition you can specify one ormore non-event conditions, which willbe checked additionally whenever the event happens. If a condition uses an event,itmust beinthe first sub-nodeof the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-nodeshould be <check_any> in this case, soonly one of its sub-conditionshas to be met.144 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions(%%) == 118 118 119 - Example foran event condition:146 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 120 120 148 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 149 + 150 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 151 + 152 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 153 + 121 121 {{code language="xml"}} 122 122 <conditions> 123 123 <event_object_destroyed object="$target"/> ... ... @@ -124,7 +124,7 @@ 124 124 </conditions> 125 125 {{/code}} 126 126 127 -Example for an event condition with an additional (non-event) check: 160 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 128 128 129 129 {{code language="xml"}} 130 130 <conditions> ... ... @@ -133,7 +133,7 @@ 133 133 </conditions> 134 134 {{/code}} 135 135 136 -Example for an event condition with two alternative events and a common additional check: 169 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with two alternative events and a common additional check: 137 137 138 138 {{code language="xml"}} 139 139 <conditions> ... ... @@ -148,23 +148,22 @@ 148 148 </conditions> 149 149 {{/code}} 150 150 151 -For more information about expressions and event parameters, see below. 184 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For more information about expressions and event parameters, see below. 152 152 153 -**<check_all>** and **<check_any>** can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 186 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<check_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 154 154 155 -If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 188 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a cue has a <conditions> node without any event, it must have one of the attributes (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). 156 156 157 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 190 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 191 +\\ 192 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 158 158 194 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Additionally, you can use the attribute (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to set the time of the first condition check (also possible in combination with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 159 159 160 - *With //checkinterval//,you can specify a constant time interval betweenconditionchecks. The conditions will bechecked regularly forever until they aremet, unless the cue's state is changed explicitly by anexternal event.196 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 161 161 162 - Additionally,you can usetheattribute **checktime** toset the timeofthefirstcondition check (alsopossible in combinationwith //onfail//). The//checktime//can be an expressionwith variables and is evaluatedwhenthe cue isabled(whentheconditioncheckswouldnormallystartΓÇô forroot cues thathappensatgame start, otherwise after the parent cue becomes active).198 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions every 5 seconds, but start checking only 1 hour after game start. 163 163 164 -Examples: 165 - 166 -Check conditions every 5 seconds, but start checking only 1 hour after game start. 167 - 168 168 {{code language="xml"}} 169 169 <cue name="Foo" checktime="1h" checkinterval="5s"> 170 170 <conditions> ... ... @@ -172,7 +172,7 @@ 172 172 </cue> 173 173 {{/code}} 174 174 175 -Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 207 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 176 176 177 177 {{code language="xml"}} 178 178 <cue name="Foo" checktime="player.age + 3s" onfail="cancel"> ... ... @@ -181,32 +181,39 @@ 181 181 </cue> 182 182 {{/code}} 183 183 184 -The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 216 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 185 185 186 -{{info}} 187 -**Reminder** 188 -When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly. 189 -{{/info}} 218 +\\ 190 190 191 -== Actions == 192 192 193 -The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 194 194 222 +{{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."/}} 223 + 224 + 225 + 226 +\\ 227 + 228 +(% id="actions" %) 229 + 230 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 231 + 232 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 233 + 195 195 {{code language="xml"}} 196 196 <delay min="10s" max="30s"/> 197 197 {{/code}} 198 198 199 -Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 238 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 200 200 201 201 {{code language="xml"}} 202 202 <event_cue_completed cue="parent"/> 203 203 {{/code}} 204 204 205 -<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.244 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account. 206 206 207 -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>. 246 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_all>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform all the contained sub-node actions, and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 208 208 209 -Example, which selects one of the three texts randomly: 248 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example, which selects one of the three texts randomly: 210 210 211 211 {{code language="xml"}} 212 212 <actions> ... ... @@ -218,32 +218,37 @@ 218 218 <actions> 219 219 {{/code}} 220 220 221 -{{info}} 222 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 223 -{{/info}} 224 224 225 225 262 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}} 226 226 227 -Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 228 228 229 -Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 230 230 231 - **<do_while>** also exists, butshouldbeused carefully,sinceitisthenlyactionthat couldcause aninfiniteloop, whichfreezes thegamewithoutanychance ofrecovery.266 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Each child action in a <do_any> node can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 232 232 233 - Everyactioncanhavea//**chance**//attribute, ifyouonlywantttobe performedwith thatchance,given aspercentage.Otherwise itwillsimplybe skipped. Ifchance is used onaconditionalactionsuchas<do_if>,thescriptwillbehaveasif the conditioncheckfailed.268 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 234 234 235 -= Libraries=270 +**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_while>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery. 236 236 237 - Librariesarecueswhich are notcreateddirectlybut onlyserveastemplatesforothercues.Thisallowsformodularisation,soyouanre-uselibrarycues inmanydifferentmissions.272 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 238 238 239 -{{info}} 240 -The syntax of libraries is considerably different from the syntax in the MD of X3TC. 241 -{{/info}} 274 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 242 242 243 243 277 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 244 244 245 - Librarycues are written like normal cues, they are alsodefined in a <cues> node, just with the difference that the XML tag is called libraryinsteadof cue:279 +(% id="libraries" %) 246 246 281 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries(%%) = 282 + 283 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 284 + 285 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}} 286 + 287 + 288 + 289 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 290 + 247 247 {{code language="xml"}} 248 248 <library name="LibFoo" checktime="1h" checkinterval="5s"> 249 249 <conditions> ... ... @@ -251,25 +251,25 @@ 251 251 </library> 252 252 {{/code}} 253 253 254 -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.298 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 255 255 256 -To use a library, use the attribute ref: 300 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref: 257 257 258 258 {{code language="xml"}} 259 259 <cue name="Foo" ref="LibFoo"/> 260 260 {{/code}} 261 261 262 -This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix: 306 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix: 263 263 264 264 {{code language="xml"}} 265 265 <cue name="Foo" ref="md.ScriptName.LibFoo"/> 266 266 {{/code}} 267 267 268 -When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.) 312 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. ((% style="color: rgb(0,0,0);text-decoration: none;" %)By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%)) 269 269 270 -Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 314 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 271 271 272 -In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 316 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 273 273 274 274 {{code language="xml"}} 275 275 <cue name="Foo" ref="LibFoo"/> ... ... @@ -291,26 +291,28 @@ 291 291 </library> 292 292 {{/code}} 293 293 294 -{{warning}} 295 -These examples are definitely <u>not</u> examples of good scripting style. 296 -{{/warning}} 297 297 298 298 340 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}} 299 299 300 -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. 301 301 302 -Notes: 303 303 304 -* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 305 -* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 306 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 344 +(% style="color: rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 307 307 308 -= =LibraryParameters==346 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 309 309 310 -A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. 348 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 349 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 350 +** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 311 311 312 - Parametersare defined like this:352 +(% id="library-parameters" %) 313 313 354 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 355 + 356 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. 357 + 358 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 359 + 314 314 {{code language="xml"}} 315 315 <library name="Lib" onfail="cancel"> 316 316 <params> ... ... @@ -322,7 +322,7 @@ 322 322 </library> 323 323 {{/code}} 324 324 325 -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:371 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 326 326 327 327 {{code language="xml"}} 328 328 <cue name="Foo" ref="Lib"> ... ... @@ -331,7 +331,7 @@ 331 331 </cue> 332 332 {{/code}} 333 333 334 -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 $baz would be created.380 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created. 335 335 336 336 {{code language="xml"}} 337 337 <library name="Lib"> ... ... @@ -344,870 +344,954 @@ 344 344 </library> 345 345 {{/code}} 346 346 347 -If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 393 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 348 348 349 - =Instantiation=395 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 350 350 351 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 352 -\\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. 353 -\\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. 354 354 355 - ==Cleaningup instancesexplicitly ==398 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 356 356 357 - Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the(desired)side effect that conditioncheckswill start againifthe parent cue's state allowsit. Evenasub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it isnotsupposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.400 +(% id="instantiation" %) 358 358 359 -{{info}} 360 -<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards. 361 -{{/info}} 402 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Instantiation(%%) = 362 362 363 -== Access to instances ==404 +(% style="color: rgb(0,0,0);text-decoration: none;" %)One of the possible cue attributes is (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %). If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) remains in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state, and if the conditions are met again then the whole thing happens all over again. 364 364 365 -{{info}} 366 -This sub-section requires basic knowledge of script expressions. 367 -{{/info}} 406 +(% style="color: rgb(0,0,0);text-decoration: none;" %)An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not(% style="color: rgb(0,0,0);text-decoration: none;" %) be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 368 368 408 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instances that are created via (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)instantiate// are called **instantiated cues**. But sub-cues of instances are also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-instances(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 369 369 410 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 370 370 371 -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. 372 372 373 - Whenyou use acuename from the same script inan expression, it will always be resolved to some cue-sually a static cue, evenif it isstill inthedisabled state, but it can also be aninstance,if itis "related"to the current one.413 +(% id="cleaning-up-instances-explicitly" %) 374 374 375 - Relatedmeansthat thiscue andthe referencedcuehave acommonancestor instance,and the referencedcueis a direct (non-instantiated)descendantof that common ancestor.415 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 376 376 377 - Example chart:417 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 378 378 379 - [[~[~[image:MissionDirectorGuide-Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]419 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}} 380 380 381 -This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 382 382 383 -Example situations: 384 384 385 -* In the static tree: Cue names in expressions are always resolved to the static cues. 386 -* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 387 -* 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. 388 -* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 389 -* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 390 -* 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. 423 +(% id="access-to-instances" %) 391 391 392 - Inexpressions,you can usethe cue property**static** to access the staticcue that instantiated a cue. This does not workforsub-cues of other cues,andtheresultis not necessarilyareal static cue! Inthe example above,it would only work forcueswith a dottedarrow pointing at them, and isresolvedto the source of thearrow. Inothercasesthe result is null.425 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 393 393 394 -To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves. 395 395 396 -In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).** 397 397 398 - Youcan storeuereferencesin variables. Butwhen storinganinstancecuea variable, and lateraccessingthat variable, beaware that the instancemaynotexistany more.Use the property**exists** to check if an instance isstill alive. (In contrast, non-instance cues always exist, but may be in the//disabled// or //cancelled// state.)429 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 399 399 400 -== Pitfalls == 401 401 402 -Some additional common pitfalls with respect to instantiation are listed here. There may be more. 403 403 404 - ***Conditionswith results:**Iftheinstantiatingcuehasconditions withresults,those resultsarestoredin variables-but inhe variablesof thestaticcue,not ofthe instance!Soin the<actions>you have toaccessthe variablesvia the**static**keyword:433 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 405 405 406 -{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}} 407 -It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 408 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 435 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one. 409 409 410 -* **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. 411 -* **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. 437 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor. 412 412 413 -= Expressions=439 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example chart: 414 414 415 - Mostfthe attributevalues in actionsand conditions are interpretedas script expressions and parsed accordingly. Anexpressions a phrasehatcanbe evaluatedoasingle value. Thesimplest expressions areactual numeric valuesandstrings, so called **literals:**441 +(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 416 416 417 -* {{code language="xml"}}0{{/code}} (integer number) 418 -* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 419 -* {{code language="xml"}}3.14159{{/code}} (floating point number) 420 -* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 421 -* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 422 422 423 -{{info}} 424 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 425 -{{/info}} 444 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 426 426 446 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 427 427 448 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 449 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2). 450 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 451 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a) 452 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 453 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 428 428 429 - Youcanwrite stringliteralsbyputtingthe stringin singlequotes:455 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 430 430 431 -* {{code language="xml"}}'Hello world'{{/code}} 432 -* {{code language="xml"}}''{{/code}} (empty string) 433 -* {{code language="xml"}}'String with a line break\n'{{/code}} 457 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves. 434 434 435 -{{info}} 436 -Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and ''' 437 -''' for the backslash itself. 438 -{{/info}} 459 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)** 439 439 440 -= =Numeric data types and suffixes ==461 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.) 441 441 442 - Numberscan have asuffixthat determinestheir numerictype. There are alsonumerical data types like "money"or "time" which canly beexpressed by using an appropriate unit suffix:463 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 443 443 444 -* {{code language="xml"}}5000000000L{{/code}} (large integer) 445 -* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 446 -* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 447 -* {{code language="xml"}}500m{{/code}} (Length in metres) 448 -* {{code language="xml"}}10s{{/code}} (Time in seconds) 449 -* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 450 450 451 - Aspace between number and suffix isallowed.466 +(% id="pitfalls" %) 452 452 453 - Hereisthemplete listof numericdata types andrespondingunitsuffixes:468 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 454 454 470 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 471 + 472 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword: 473 +\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 474 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 475 +\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 476 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there. 477 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances. 478 + 479 +(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 480 + 481 +(% id="categorybroken_macroanchorexpressions" %) 482 + 483 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 484 + 485 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 486 + 487 + 488 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 489 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 490 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 491 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 492 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 493 + 494 + 495 + 496 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}} 497 + 498 + 499 + 500 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 501 + 502 +* {{code}}'Hello world'{{/code}} 503 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 504 +* {{code}}'String with a line break\n'{{/code}} 505 + 506 + 507 + 508 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">< > " &</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}} 509 + 510 + 511 + 512 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 513 + 514 + 515 +(% id="numeric-data-types-and-suffixes" %) 516 + 517 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 518 + 519 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix: 520 + 521 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 522 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 523 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 524 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 525 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 526 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 527 + 528 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 529 + 530 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 531 + 532 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 533 + 534 + 455 455 (% style="margin-left: 0.0px;" %) 456 456 ((( 457 -|Data type|Suffix|Examples|Description 458 -|null|(none)|null|Converted to non-null data type of value 0 when needed. 459 -|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 460 -|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 461 -|float|f| 462 -3.14 463 -\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 464 -|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 465 -|money|ct (default) 466 -\\Cr|200Cr 467 -\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 468 -|length| 469 -m (default) 470 -\\km| 471 -500m 472 -\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 473 -|angle| 474 -rad (default) 475 -\\deg| 476 -90deg 477 -\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 478 -|hitpoints|hp|100hp|Hit points 479 -|time| 480 -ms 481 -\\s (default) 482 -\\min 483 -\\h| 484 -800ms 485 -\\1.5s 486 -\\10min 487 -\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 537 +\\ 538 + 539 + 540 + 541 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 542 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed. 543 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them. 544 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer. 545 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 546 +(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 547 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 548 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision). 549 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 550 +\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 551 +\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 552 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 553 +(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 554 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 555 +(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 556 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres. 557 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 558 +(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 559 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 560 +(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 561 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians. 562 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points 563 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 564 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 565 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 566 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 567 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 568 +(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 569 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 570 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 571 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 488 488 ))) 489 489 490 -{{info}} 491 -All unit data types are floating point types, except for money, which is an integer data type. 492 -{{/info}} 574 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}} 493 493 494 - == Operators ==576 +\\ 495 495 496 -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 497 497 579 + 580 +(% id="categorybroken_macroanchoroperators" %) 581 + 582 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 583 + 584 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported: 585 + 586 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 587 + 588 + 498 498 (% style="margin-left: 0.0px;" %) 499 499 ((( 500 -|Operator / Delimiter / Constant|Type|Example|Result of example|Description 501 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 502 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 503 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 504 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 505 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 506 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 507 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 508 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 591 +\\ 592 + 593 + 594 + 595 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 596 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above 597 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions 598 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions 599 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)╧Ç as an angle (same as 180deg) 600 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping 601 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values 602 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 603 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB 509 509 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 510 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Denotes positive number (no effect)511 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Negates the following number512 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{codelanguage="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise513 -|typeof|unary| 514 -{{code language="xml"}}typeof null{{/code}}515 -\\{{code language="xml"}}typeof 0{{/code}}516 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}|517 -{{code language="xml"}}datatype.null{{/code}}518 -\\{{code language="xml"}}datatype.integer{{/code}}519 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]520 -|sin|unary| 521 -{{code language="xml"}}sin(30deg){{/code}}522 -\\{{code language="xml"}}sin(pi){{/code}}|523 -{{code language="xml"}}0.5{{/code}}524 -\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)525 -|cos|unary| 526 -{{code language="xml"}}cos(60deg){{/code}}527 -\\{{code language="xml"}}cos(pi){{/code}}|528 -{{code language="xml"}}0.5{{/code}}529 -\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)530 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{codelanguage="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)531 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{codelanguage="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)532 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{codelanguage="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)533 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{codelanguage="xml"}}1000.0LF{{/code}}|Power534 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{codelanguage="xml"}}42{{/code}}|Multiplication535 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{codelanguage="xml"}}44.2{{/code}}|Division536 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{codelanguage="xml"}}2{{/code}}|Modulus (remainder of integer division)537 -|+|binary| 538 -{{code language="xml"}}1 + 1{{/code}}539 -\\{{code language="xml"}}'Hello' + ' world'{{/code}}|540 -{{code language="xml"}}2{{/code}}541 -\\{{code language="xml"}}'Hello world'{{/code}}|542 -Addition 543 -\\String concatenation 544 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{codelanguage="xml"}}0{{/code}}|Subtraction605 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect) 606 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number 607 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise 608 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 609 +{{code}}typeof null{{/code}} 610 +\\{{code}}typeof 0{{/code}} 611 +\\{{code}}typeof 'Hello world'{{/code}}| 612 +{{code}}datatype.null{{/code}} 613 +\\{{code}}datatype.integer{{/code}} 614 +\\{{code}}datatype.string{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 615 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 616 +{{code}}sin(30deg){{/code}} 617 +\\{{code}}sin(pi){{/code}}| 618 +{{code}}0.5{{/code}} 619 +\\{{code}}1.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required) 620 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary| 621 +{{code}}cos(60deg){{/code}} 622 +\\{{code}}cos(pi){{/code}}| 623 +{{code}}0.5{{/code}} 624 +\\{{code}}0.0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required) 625 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required) 626 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required) 627 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required) 628 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power 629 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication 630 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division 631 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division) 632 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 633 +{{code}}1 + 1{{/code}} 634 +\\{{code}}'Hello' + ' world'{{/code}}| 635 +{{code}}2{{/code}} 636 +\\{{code}}'Hello world'{{/code}}| 637 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%) 638 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation 639 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction 545 545 | 546 -lt 547 -\\ <(<)|binary|548 -{{code language="xml"}}1 lt 3{{/code}}549 -\\{{code language="xml"}}1<3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than641 +(% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%) 642 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 643 +{{code}}1 lt 3{{/code}} 644 +\\{{code}}1 &lt; 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than 550 550 | 551 -le 552 -\\ <=|binary|553 -{{code language="xml"}}1 le 3{{/code}}554 -\\{{code language="xml"}}1<= 3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than or equal to646 +(% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%) 647 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 648 +{{code}}1 le 3{{/code}} 649 +\\{{code}}1 &lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to 555 555 | 556 -gt 557 -\\ >(>)|binary|558 -{{code language="xml"}}1 gt 3{{/code}}559 -\\{{code language="xml"}}1<3{{/code}}|{{codelanguage="xml"}}false{{/code}}|Greater than651 +(% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%) 652 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 653 +{{code}}1 gt 3{{/code}} 654 +\\{{code}}1 &gt; 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than 560 560 | 561 -ge 562 -\\>=|binary| 563 -{{code language="xml"}}1 ge 3{{/code}} 564 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 565 -|((( 566 -= = 567 -)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 568 -|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 569 -|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 570 -|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 656 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 657 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 658 +{{code}}1 ge 3{{/code}} 659 +\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 660 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to 661 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to 662 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics) 663 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics) 571 571 | 572 572 if ... then ... 573 573 \\if ... then ... else ...|ternary| 574 -{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 575 -\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 576 -{{code language="xml"}}null{{/code}} 577 -\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 667 +{{code}}if 1 == 2 then 'F'{{/code}} 668 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 669 +{{code}}null{{/code}} 670 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 671 + 672 + 673 +\\ 674 + 675 + 578 578 ))) 579 579 678 +(% id="operator-precedence-rules" %) 580 580 581 -=== Operator precedence rules === 680 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operator precedence rules(%%) === 582 582 583 -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.682 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 584 584 585 -* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 586 -* Power operator: ^ 587 -* Multiplicative: *, /, % 588 -* Additive: +, - 589 -* Comparison: lt, le, gt, ge 590 -* Equality: ==, != 591 -* and 592 -* or 593 -* if/then/else (lowest precedence) 594 594 685 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 686 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 687 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 688 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 689 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 690 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 691 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 692 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 693 +* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 595 595 596 - ===Type===695 +(% id="type-conversion" %) 597 597 598 - Whenabinary arithmetic operator isused on numbers of differenttypes, they will benverted to a suitableoutputtype. Theresultingypependson whetherunitdata typeisinvolved(typesthat are not plainintegersr floats).The following cases may occur:697 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Type conversion(%%) === 599 599 600 -* Null and something else: The null value will be interpreted as "0" of the other type. 601 -* Two non-unit integers: The result will be an integer of the largest involved type. 602 -* Two non-unit numbers, not all integers: The result will be the largest involved float type. 603 -* Non-unit and unit: The result will be the unit type. 604 -* Two different units: The types are incompatible. This is an error, the result is undefined. 699 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 605 605 606 -For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually. 701 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type. 702 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 703 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type. 704 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 705 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 607 607 608 - Thereisa wayto convertanumber into a differenttypemanually:Youappendthecorresponding suffixto a sub-expressioninparentheses,like this:707 +(% style="color: rgb(0,0,0);text-decoration: none;" %)For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually. 609 609 610 -* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 611 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}} 709 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 612 612 613 -When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 711 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 712 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}} 614 614 615 - Thedivisionoperationwill be anintegerdivision(rounding towardszero)ifbothoperandsareintegers (seetheexample in thetableabove).Soif youwanttoget afloatingpoint result,you havetomake surethatatleast oneoftheoperandsisafloatingpointtype.714 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 616 616 617 - Everydatatypebecombinedwithastring withthe+operator,andwillbeconvertedto astringrepresentation.Thatwayyoucanalsoconcatenatestrings andnumbers:716 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 618 618 619 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 620 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}} 718 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 621 621 622 -As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 720 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣ {{code}}'One plus one is equal to 2.'{{/code}} 721 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣ {{code}}'One plus one is not equal to 11.'{{/code}} 623 623 723 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 624 624 625 - ===Boolean===725 +(% id="boolean-operators" %) 626 626 627 - SomeadditionalnotesonBoolean operatorssuchas and, or, not,==):727 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%) === 628 628 629 -* Of course a Boolean operation always results in true or false (integer 1 or 0). 630 -* 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**. 631 -* != 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. 632 -* "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 633 -** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 634 -* 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. 635 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 729 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 636 636 637 637 638 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 732 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 733 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). 734 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 735 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 736 +** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 737 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 738 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 639 639 740 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 640 640 641 -{{{==}}} 642 642 643 -You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 743 +(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 744 +~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 745 +\\(%%) == 644 644 645 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 646 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 747 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 647 647 648 -See also the section about [[value properties>>MediaWiki.NULL]]. 749 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 750 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 649 649 650 -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'. 651 -\\To get a percent character in the result string, use '%%' in the format string. 652 -\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 653 -\\**[New as of X Rebirth 4.0]** 654 -\\ 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): 752 +(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 655 655 656 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 657 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 658 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 754 +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'. 659 659 756 +To get a percent character in the result string, use '%%' in the format string. 757 + 758 + 759 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action. 760 + 761 +**[New as of X Rebirth 4.0]** 762 + 763 +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): 764 + 765 +* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 766 +* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 767 +* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 768 + 660 660 Additional remarks: 661 661 662 662 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 663 -* 772 +* ┬áIf "," is used without "." then any fractional digits are discarded. 664 664 * "." 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). 665 665 666 -{{info}} 667 -There are also special methods to [[NULL|format money values and time values]] using the "formatted" property. 668 -{{/info}} 669 669 670 -== Lists == 671 671 672 - Another examplefora non-numeric value islist: It is an orderedcollection of otherarbitrary values (calledarray or vectortherlanguages).It can beconstructed withinanexpression usingthe[[~[~] syntax>>MediaWiki.NULL]]. Itmayalsobe generated byspecialactions andconditions, and thereareactionsthatcan [[insertorremovevalues>>MediaWiki.NULL]].777 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.</span>"/}} 673 673 674 -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 "[ ]". 675 675 676 -{{info}} 677 -When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages." 678 -{{/info}} 679 679 680 - Listsarestored in variables as references, somultiple variables can refer tothe same **shared list**:If you change a shared list through a variable,e.g. by changingthevalue of an element, you changeit as well forll other variables. However, the operators == and!= canalsobe used ontwo distinct lists to comparetheir elements.781 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 681 681 682 -{{info}} 683 -When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 684 684 685 - Badusage attemptingtove the last element of the list: <remove_from_listname="$List"exact="$List.{$List.count}"/>784 +(% id="categorybroken_macroanchorlists" %) 686 686 687 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 688 -{{/info}} 786 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 689 689 788 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 789 + 790 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥. 791 + 792 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}} 793 + 794 + 795 + 796 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 797 + 798 +{{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 799 + 800 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 801 + 802 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 803 + 804 + 805 + 806 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 807 + 808 + 690 690 (% id="categorybroken_macroanchortables" %) 691 -== Tables == 692 692 693 - Tablesareassociative arrays - they arelikelists, but youcan assign values to(almost)arbitrary keys,notjust to indexnumbers. Atable is constructedwithin anexpression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for howto access the contents of a table. [[Creating and removingentries>>MediaWiki.NULL]] works similarly to lists, but insteadof inserting, you simplyassign a value to a tablekey. If the key doesnot exist yet, it will be created.811 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Tables(%%) == 694 694 695 - Almost all values are allowed as table keys,but there are afew exceptions:813 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 696 696 697 -* Strings must start with '$', like variables 698 -* null cannot be used as table key (but the number 0 is valid) 699 -* Lists, tables, groups and buildplans cannot be used as table keys 700 700 816 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Almost all values are allowed as table keys, but there are a few exceptions: 701 701 702 -These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 818 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 819 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 820 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 821 +\\ 703 703 704 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 705 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 823 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 706 706 825 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 826 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 707 707 708 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 709 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 710 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 711 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 712 712 713 713 714 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 715 715 716 -== Value properties == 831 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 832 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) exactly the same, just a shorter notation(%%) for string keys 833 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) error, 'foo' does not start with a '$' 834 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 717 717 718 -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. 719 719 720 - Numbersdon't have anyproperties.Lists,for example,havequite a fewof them:You can accessthenumberofelements; and eachelement isalsoapropertyofthelist. A shipcan haveproperties likeitsname,the shipclass, its positionetc.837 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 721 721 722 -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: 723 723 724 -* 1 ⟹ 42 725 -* 2 ⟹ null 726 -* 3 ⟹ 'text' 727 -* 'count' ⟹ 3 840 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 728 728 729 -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. 730 730 731 - Youcan look up a propertyy appendingadotand the key incurly braces:843 +(% id="categorybroken_macroanchorvalue-properties" %) 732 732 733 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 734 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 735 -* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 736 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 845 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value properties(%%) == 737 737 847 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 738 738 739 - Inmost cases the property keyis afixedstring,like"name"or"class".Youcanwrite this like above:849 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 740 740 741 -* {{code language="xml"}}[42].{'count'}{{/code}} 742 -* {{code language="xml"}}$ship.{'name'}{{/code}} 743 -* {{code language="xml"}}$ship.{'class'}{{/code}} 744 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 851 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 745 745 853 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 854 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 855 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 856 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 746 746 747 - Butitiseasierjusttowritethe property keywithoutbraces,which is equivalent:858 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 748 748 749 -* {{code language="xml"}}[0].count{{/code}} 750 -* {{code language="xml"}}$ship.name{{/code}} 751 -* {{code language="xml"}}$ship.class{{/code}} 752 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 860 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can look up a property by appending a dot and the key in curly braces: 753 753 862 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 863 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣ 'world' (second element of the inner list, which is the third element of the outer list) 864 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 865 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) 42 754 754 755 -(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 756 756 757 - Alisthaseven more properties:868 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above: 758 758 759 -**random'** returns a randomly chosen element (which requires that the list is non-empty) 870 +* {{code}}[42].{'count'}{{/code}} 871 +* {{code}}$ship.{'name'}{{/code}} 872 +* {{code}}$ship.{'class'}┬á{{/code}} 873 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 874 +\\ 760 760 761 - **min'**and'**max'**returntheminimumormaximum(allelementshave to benumeric)876 +(% style="color: rgb(0,0,0);text-decoration: none;" %)But it is easier just to write the property key without braces, which is equivalent: 762 762 763 -* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1 878 +* {{code}}[0].count{{/code}} 879 +* {{code}}$ship.name{{/code}} 880 +* {{code}}$ship.class{{/code}} 881 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 882 +\\ 764 764 765 - **average'**returnsthe average(but allelement types haveto be compatible)884 +(% style="color: rgb(0,0,0);text-decoration: none;" %)(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.) 766 766 767 - *{{codelanguage="xml"}}[1,6,8].average{{/code}} ⟹ 5886 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 768 768 769 - **indexof'**isfollowedby anotherproperty,and theindexofthefirst occurenceofthatkeyin the list isreturned,or0ifit's not inthelist888 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)random(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns a randomly chosen element (which requires that the list is non-empty) 770 770 771 - *{{codelanguage="xml"}}[1,6,8].indexof.{8}{{/code}}⟹3890 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric) 772 772 773 -* *clone'**createsashallowcopyofthelist(i.e. lists that arecontainedas elements inthelist are notcopied,onlythe referencetothem)892 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 774 774 775 - *{{code language="xml"}}[1,6,8].clone{{/code}}⟹{{codelanguage="xml"}}[1,6,8]{{/code}}894 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' returns the average (but all element types have to be compatible) 776 776 777 - Atablehasdifferentproperties:896 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 778 778 779 -* '**clone'** creates a shallow copy of the table 780 -* '**keys'** allows you to access data about the table's keys 898 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 781 781 782 - However,'keys'alonewill notgive you aresult. 'keys' mustbefollowedby anotherkeywordto retrievethedesired information,forexample:900 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].indexof.{8}{{/code}} Γƒ╣ 3 783 783 902 +(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)clone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 784 784 904 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 785 785 786 - *{{codelanguage="xml"}}$table.keys.list{{/code}}:Yieldsalistfall keysinthe table(reliablysortedby keyifall keys areumeric)906 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A table has different properties: 787 787 908 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**clone'** creates a shallow copy of the table 909 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)'**keys'** allows you to access data about the table's keys 788 788 789 -* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 790 -* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 911 +(% style="color: rgb(0,0,0);text-decoration: none;" %)However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 791 791 792 -{{info}} 793 -The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 794 -{{/info}} 795 795 796 -=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 914 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 915 +\\ 916 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 917 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 797 797 798 -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: 799 799 800 -* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 801 -* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 802 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 803 803 921 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.</span>"/}} 804 804 805 -The question mark can even be applied to variables: 806 806 807 -* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 808 -* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 809 809 810 -To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 925 +(% id="lookup-tests-and-suppressing-errors" %)(%%) 926 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 927 +\\(%%) === 811 811 812 -* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 813 -* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 814 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 929 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false: 815 815 816 -As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 931 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 932 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 933 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 817 817 818 -=== Static lookups === 819 819 820 - Thereare a few data typeswhich are basically enumerations: Theyonly consist of a set of named values, e.g. the"class" data type, which is used for thecomponent classes that existin thegame. Forllthese staticenumerationclassesthereis a lookup valuefthe same name, fromwhich you canget theamedvaluesaspropertiesbytheir name. Sofor the type "class", thereisavalue "class" that canbe used to access the classes.936 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 821 821 822 -Here are a few enumeration classes and corresponding example lookup values: 938 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 939 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 823 823 941 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 942 + 943 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 944 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 945 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} Γƒ╣ The first element of the fifth element of $list, if it exists, null otherwise 946 + 947 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 948 + 949 +\\ 950 + 951 +(% id="static-lookups" %) 952 + 953 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 954 + 955 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes. 956 + 957 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 958 + 824 824 (% style="margin-left: 0.0px;" %) 825 825 ((( 826 -|Data type (= value name)|Examples|Description 827 -|class| 828 -class.ship 829 -\\class.ship_xl 830 -\\class.space 831 -\\class.weapon|Component classes 832 -|purpose| 833 -purpose.combat 834 -\\purpose.transportation|Purposes 835 -|killmethod| 836 -killmethod.hitbybullet 837 -\\killmethod.hitbymissile|Ways to die (already used before destruction) 838 -|datatype| 839 -datatype.float 840 -\\datatype.component 841 -\\datatype.class 842 -\\datatype.datatype|Script value datatypes 843 -|profile| 844 -profile.flat 845 -\\profile.increasing 846 -\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 847 -|cuestate| 848 -cuestate.waiting 849 -\\cuestate.active 850 -\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 851 -|level| 852 -level.easy 853 -\\level.medium 854 -\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 855 -|attention| 856 -attention.insector 857 -\\attention.visible 858 -\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 859 -|ware| 860 -ware.ore 861 -\\ware.silicon|Wares 862 -|race| 863 -race.argon 864 -\\race.boron|Races 865 -|faction| 866 -faction.player 867 -\\faction.argongovernment|Factions 961 +\\ 962 + 963 + 964 + 965 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 966 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 967 +(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 968 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 969 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 970 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 971 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 972 +(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 973 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 974 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 975 +(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 976 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction) 977 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 978 +(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 979 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 980 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 981 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 982 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 983 +(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 984 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 985 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 986 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 987 +(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 988 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 989 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 990 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 991 +(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 992 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 993 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.) 994 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 995 +(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 996 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 997 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.) 998 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 999 +(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 1000 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 1001 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 1002 +(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 1003 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 1004 +|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 1005 +(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 1006 +\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 868 868 ))) 869 869 870 -{{info}} 871 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 1009 +{{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: 872 872 873 873 <code>typeof $value == datatype.faction</code> 874 874 875 -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:1013 +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: 876 876 877 -<code>(typeof $value).isstring</code>" 878 -{{/info}} 1015 +<code>(typeof $value).isstring</code>"/}} 879 879 880 -{{info}} 881 -There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use." 882 -{{/info}} 1017 +{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use.</span>"/}} 883 883 884 - ===Playerproperties===1019 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 885 885 886 -You can access many player-related game properties via the keyword "player": 887 887 888 -* player.**name**: The player's name 889 -* player.**age**: The passed in-game time since game start 890 -* player.**money**: The money in the player's account 891 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 1022 +(% id="player-properties" %) 892 892 1024 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 893 893 894 -* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 895 -* player.**entity**: The actual player object 1026 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 896 896 1028 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name 1029 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start 1030 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account 1031 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 1032 +\\ 1033 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 1034 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 1035 +\\ 1036 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity 1037 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC 897 897 898 -* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 899 -* player.**copilot**: The co-pilot NPC 900 - 901 901 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 902 902 903 - ===Safe===1041 +(% id="safe-properties" %) 904 904 905 - Mostpropertiescause errorsif you use them on non-existingobjects, suchas destroyed ships. There are a few exceptions:1043 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Safe properties(%%) === 906 906 907 -* exists 908 -* isoperational 909 -* iswreck 910 -* isconstruction 911 -* available 912 -* isclass.(...) 1045 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 913 913 914 -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. 1047 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 1048 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 1049 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 1050 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 1051 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 1052 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 915 915 916 - ===(%id="categorybroken_macroanchormoney-and-time-formatting"%)Money and timeformatting(%%)===1054 +(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error. 917 917 918 -**[New as of X Rebirth 4.0]** 919 -\\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. 1056 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 1057 +~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 1058 +\\(%%) === 920 920 921 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 922 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 1060 +(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 923 923 1062 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 924 924 925 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 926 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 1064 +* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 1065 +* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 1066 +\\ 1067 +* {{code}}$time.formatted.{'formatstring'}{{/code}} 1068 +* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 927 927 928 -In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 1070 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 929 929 930 -When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 1072 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 931 931 1074 + 932 932 |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.) 933 933 |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'. 934 934 |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated) 935 935 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 936 936 937 -By default, these options are disabled. 1080 +(% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled. 938 938 939 -More available specifiers (in addition to %s): 1082 +(% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s): 940 940 941 -* %k: Credits (truncated) in kilo format 942 -* %M: Credits (truncated) in Mega format 943 -* %G: Credits (truncated) in Giga format 944 -* %T: Credits (truncated) in Tera format 945 -* %Cr: Localised "Cr" string 946 -* %%: A % sign 1084 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 1085 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 1086 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 1087 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 1088 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 1089 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 1090 +\\ 947 947 1092 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 948 948 949 -Examples: 950 950 951 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{codelanguage="xml"}}'1,234'{{/code}}952 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{codelanguage="xml"}}'1,234'{{/code}} (same as {'%s'})953 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{codelanguage="xml"}}'1,234.00 Cr'{{/code}}954 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{codelanguage="xml"}}'1 k'{{/code}} (rounding towards zero)955 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{codelanguage="xml"}}'0 M'{{/code}}1095 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 1096 +* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 1097 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 1098 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 1099 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 956 956 957 957 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 958 958 959 959 Examples: 960 960 961 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}}962 -* {{code language="xml"}}(151s).formatted.default{{/code}}⟹{{codelanguage="xml"}}'00:02:31'{{/code}} (same as {'%T'})963 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹{{codelanguage="xml"}}'00:02:31.000'{{/code}}964 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹{{codelanguage="xml"}}'0:02'{{/code}}1105 +* {{code}}(151s).formatted.{'%T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} 1106 +* {{code}}(151s).formatted.default{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1107 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}} 1108 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'0:02'{{/code}} 965 965 966 - ===Complete===1110 +(% id="complete-property-documentation" %) 967 967 968 - Toaccessthescriptpropertydocumentation that is included in the game, youcan extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract theHTML file __scriptproperties.html__ inthe game's root folder, and all files in the"libraries"sub-folder. For resolvingtextreferences in the browserautomatically,alsoxtract0001-L044.xmlinthe "t" sub-folder.1112 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Complete property documentation(%%) === 969 969 970 -The r awdocumentationdata is located in libraries/scriptproperties.xml,butitis recommendedto openscriptproperties.html inabrowser.1114 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 971 971 972 -{{info}} 973 -scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1116 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 974 974 975 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 976 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 977 -{{/info}} 978 978 979 - This providesyou with a complete list ofallsupported"basekeywords" andproperties.Tofilterinthislist,youcanenteranexpression inthext field:1119 +{{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: 980 980 981 -* Enter the beginning of a base keyword 982 -* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 983 -* To see the properties of a base keyword or data type, enter a dot (".") 984 -* After the dot, you can enter a property name 985 -* You can also enter a dot (".") as first character to search globally for a property 1121 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1122 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 986 986 987 -{{info}} 988 -The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class. 989 -{{/info}} 990 990 991 -= MD refreshing and patching = 992 992 993 - Whenasaved game isloaded,thesaved MD stateisrestored,but also all MD filesare reloaded and changesinthemareappliedto theMDstate.Thisis called"refresh". It is alsopossible torefreshtheMDat run-time using thecommand"refreshmd"onthe in-gamecommand line. This isaconvenientwayto updateMDscriptswhilethegame is already running.1126 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field: 994 994 995 -== Details and restrictions == 1128 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1129 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable 1130 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥) 1131 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1132 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property 996 996 997 - Herearesome noteworthyfacts aboutrefreshing scriptsand cues, andthe restrictions:1134 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 998 998 999 -* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1000 -* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1001 -* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1002 -* You CANNOT change a <cue> to a <library> or vice versa. 1003 -* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1004 -* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1005 -* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1006 -* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1007 -* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1008 -* Adding root cues enables their condition checks immediately (if the module attribute allows it). 1009 -* Adding sub-cues to active or complete cues enables their condition checks immediately. 1010 -* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1011 -* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1012 -* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1013 1013 1014 -{{warning}} 1015 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1016 -{{/warning}} 1137 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}} 1017 1017 1018 -{{warning}} 1019 -When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary. 1020 -{{/warning}} 1021 1021 1022 -== Patching == 1023 1023 1024 - 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.1141 +\\ 1025 1025 1026 -{{code language="xml"}} 1027 - <cue [...] version="42"> 1028 - <conditions> [...] </conditions> 1029 - <actions> [...] </actions> 1030 - <patch sinceversion="42"> 1031 - [patch actions] 1032 - </patch> 1033 - </cue> 1034 -{{/code}} 1143 +(% id="md-refreshing-and-patching" %) 1035 1035 1036 - Thepatchactionsarenly performedif the cue is in a certain state,"complete" bydefault. Use the //**state**// attribute tochangethisrequirement. For more information, see the XMLschema documentationof the <patch> element.1145 += (% style="color: rgb(0,0,0);text-decoration: none;" %)MD refreshing and patching(%%) = 1037 1037 1038 - Asequenceof multiple<patch>elements ispossible.Theywill beperformedinorderof appearance,checkingthe//sinceversion//and//state//attributesineach case.Patchesare alsoappliedto allusersofalibraryandto instances.1147 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 1039 1039 1040 -{{info}} 1041 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1042 -{{/info}} 1149 +\\ 1043 1043 1044 - =Commonattribute groups=1151 +(% id="details-and-restrictions" %) 1045 1045 1046 - Therearemanymmonlyusedactionsand conditionswhich sharegroupsof attributes. The mostimportant onesare explained here.1153 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Details and restrictions(%%) == 1047 1047 1048 - ==Value comparisons==1155 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1049 1049 1050 -There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1157 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1158 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1159 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1160 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1161 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1162 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1163 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1164 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1165 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1166 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1167 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1168 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1169 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1170 +* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1051 1051 1052 -{{code language="xml"}} 1053 - <check_value value="$ware == ware.silicon and $amount != 0"/> 1054 -{{/code}} 1172 +(% style="color: rgb(0,0,0);text-decoration: none;" %) 1055 1055 1056 -In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1057 1057 1058 -{{code language="xml"}} 1059 - <check_value value="FooCue.state" exact="cuestate.complete"/> 1060 - <check_value value="$foo.count" min="5"/> 1061 - <check_value value="$foo" max="player.age + 1min"/> 1062 - <check_value value="player.money" min="300Cr" max="600Cr"/> 1063 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1064 - <check_value value="$attention" min="attention.visible"/> 1065 -{{/code}} 1175 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1066 1066 1067 -{{info}} 1068 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1069 -{{/info}} 1177 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1070 1070 1071 -== Random ranges == 1072 1072 1073 -If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1074 1074 1075 -{{code language="xml"}} 1076 - <set_value name="$race" exact="race.teladi"/> 1077 -{{/code}} 1181 +\\ 1078 1078 1079 - Toselect a random element fromalist, this syntaxcan be used:1183 +(% id="patching" %) 1080 1080 1081 -{{code language="xml"}} 1082 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1083 -{{/code}} 1185 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1084 1084 1085 - To getarandomnumber within a given range, youcan use min/max:1187 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version (%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute in the patch. When a cue is loaded from a savegame that has an older version than (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading. 1086 1086 1087 -{{code language="xml"}} 1088 - <set_value name="$foo" min="-20" max="20"/> 1089 - <set_value name="$timeout" max="20s"/> 1090 -{{/code}} 1189 +{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1091 1091 1092 - minandmaxhavebecompatible number types.Enumeration typesarenotallowed,notevenleveland attention.Theminattributeis optionaland defaults to0 (ofthe numbertypeusedinmax).1191 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)state(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1093 1093 1094 - Youcanselectoneof 5 differentprobability distributionprofilesfortherandom range,"flat" beingthedefault(allvaluesin therange are equallylikely).Ifyou selectanotherprofile,e.g. "increasing"to makehighernumbersmorelikely, you alsohaveo specifyascalealue(integer)thatisgreaterorequalto2. Higherscalevaluesresultinhigherpeaksinthedistributionprofiles(probablevaluesbecomeevenmore probable).1193 +(% style="color: rgb(0,0,0);text-decoration: none;" %)A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)state// attributes in each case. Patches are also applied to all users of a library and to instances. 1095 1095 1096 -{{code language="xml"}} 1097 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1098 -{{/code}} 1195 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1099 1099 1100 1100 1101 -= Variables and namespaces = 1102 1102 1103 - 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).1199 +\\ 1104 1104 1105 - ==Creating andremoving variables==1201 +(% id="common-attribute-groups" %) 1106 1106 1107 - Youcancreatevariables with certain actionsand conditions,suchasthe <set_value>action:1203 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Common attribute groups(%%) = 1108 1108 1109 -{{code language="xml"}} 1110 - <set_value name="$foo" exact="$bar + 1" /> 1111 -{{/code}} 1205 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1112 1112 1113 - <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>.)1207 +\\ 1114 1114 1115 - Thedefaultoperation of <set_value> is "**set**",but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change thevalueof an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor//exact// attribute isprovided, anexact value of 1 isassumed.1209 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1116 1116 1117 -{{code language="xml"}} 1118 - <set_value name="$foo" operation="add" /> 1119 -{{/code}} 1211 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1120 1120 1121 - Thetrickisthat<set_value>not onlyworkson variables,butalsoon listelementsandblekeys:1213 +(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1122 1122 1123 -{{code language="xml"}} 1124 - <set_value name="$list.{1}" exact="42" /> 1125 - <set_value name="$table.$foo" exact="42" /> 1126 -{{/code}} 1215 +{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1127 1127 1128 - Theoperation//insert//isspecial, and itonlyworksonlists.Itinsertsthevalue at thespecifiedposition(note that the positionbeyondthe lastelementis also validhere):1217 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1129 1129 1130 -{{code language="xml"}} 1131 - <set_value name="$list.{1}" exact="42" operation="insert" /> 1132 -{{/code}} 1219 +{{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr" max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}} 1133 1133 1134 - This shifts thepositions ofallfollowingelements upby one.Ifmin/max/exact are missing,the default value isnullfor insertions,not1like in other cases.1221 +{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Values of most enumeration types cannot be compared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (also not via lt, gt, etc.). The only data types that can be used with </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> are numbers and the enumeration types </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">level</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> and </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (see Boolean operators). The </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">exact</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and is equivalent to using the == operator.</span>"/}} 1135 1135 1136 -Appending is easier than that. The following actions are equivalent: 1137 1137 1138 -{{code language="xml"}} 1139 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1140 - <append_to_list name="$list" exact="42" /> 1141 -{{/code}} 1142 1142 1143 - Inserting at a position below 1 or above $list.count + 1 is not possible.1225 +\\ 1144 1144 1145 - Toremovevariablesorlist/table entries,use <remove_value>:1227 +(% id="categorybroken_macroanchorrandom-ranges" %) 1146 1146 1147 -{{code language="xml"}} 1148 - <remove_value name="$foo" /> 1149 - <remove_value name="$list.{1}" /> 1150 - <remove_value name="$table.$foo" /> 1151 -{{/code}} 1229 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1152 1152 1153 - Removingan entryfrom alist shifts all followingelementsdownbyone.Ifyou wanttoclear anentrywithout removingitfromthelist,just use <set_value>instead.1231 +(% style="color: rgb(0,0,0);text-decoration: none;" %)If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1154 1154 1233 +{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1155 1155 1156 - ==Accessingremotevariables==1235 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To select a random element from a list, this syntax can be used: 1157 1157 1158 - Youcan alsoreadand writeriables inhercues byusingthevariablenameasproperty key:1237 +{{code}}<set_value┬áname="$prime"┬álist="[2, 3, 5, 7, 11]"/>{{/code}} 1159 1159 1160 -{{code language="xml"}} 1161 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1162 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1163 -{{/code}} 1239 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1164 1164 1165 - Insteadof referencingacuebyname, youcouldalso referenceitvia a keywordoranother variable:1241 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}} 1166 1166 1167 -{{code language="xml"}} 1168 - <set_value name="static.$counter" operation="add" /> 1169 - <set_value name="parent.$foo" exact="42" /> 1170 - <set_value name="this.$bar" exact="parent" /> 1171 - <set_value name="$baz" exact="this.$bar.$foo" /> 1172 -{{/code}} 1243 +(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1173 1173 1174 -= =Namespaces==1245 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1175 1175 1176 - In theexamplesabove, avariablewas writtentoand read fromthe"this" cue. This can be necessary: the expression "$foo"may be differentfromheexpression "this.$foo". Theonforthatare namespaces.1247 +{{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20" profile="profile.increasing" scale="4"/>{{/code}} 1177 1177 1178 - Consider this case:1249 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 1179 1179 1180 -{{code language="xml"}} 1181 -<cue name="Root"> 1182 - <actions> 1183 - <set_value name="$foo" /> 1184 - </actions> 1185 - <cues> 1186 - <cue name="SubCue"> [...] 1187 - </cue> 1188 - </cues> 1189 -</cue> 1190 -{{/code}} 1251 +(% id="variables-and-namespaces" %) 1191 1191 1192 - Whentherootcuereates $foo, the variable is storedin the Root cue directly. But SubCue and its descendants will also needaccess to $foo. Ofcourse they could write "parent.$foo" or "Root.$foo", but since it's very commonto have a single locationfor most variables in the whole cue tree, the easy solution is to write just"$foo"- because variablenames are looked up inthe **namespace cue**, which is the root bydefault.Alsonewly created variables end up in the namespace, and not in "this"cue.1253 += (% style="color: rgb(0,0,0);text-decoration: none;" %)Variables and namespaces(%%) = 1193 1193 1194 - Youcan also usethekeyword"**namespace**"in expressionstogetthenamespace cue.1255 +(% style="color: rgb(0,0,0);text-decoration: none;" %)As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1195 1195 1196 -= ==Definingacue'snamespace===1257 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1197 1197 1198 -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: 1199 1199 1200 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1201 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1202 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1260 +(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1203 1203 1204 -{{warning}} 1205 -Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1262 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1206 1206 1207 -{{code language="xml"}} 1208 -<cue name="LibRef" ref="Lib"> 1209 - <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1210 - <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1211 -</cue> 1212 -{{/code}} 1213 -{{/warning}} 1264 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1265 + 1266 +{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1267 + 1268 +(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1269 + 1270 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed. 1271 + 1272 +{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1273 + 1274 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1275 + 1276 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1277 + 1278 +(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1279 + 1280 +{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1281 + 1282 +(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1283 + 1284 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1285 + 1286 +{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1287 + 1288 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1289 + 1290 +(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1291 + 1292 +{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1293 + 1294 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1295 + 1296 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1297 + 1298 + 1299 +(% id="accessing-remote-variables" %) 1300 + 1301 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1302 + 1303 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1304 + 1305 +{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1306 + 1307 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1308 + 1309 +{{code}}<set_value┬áname="static.$counter"┬áoperation="add" /><set_value┬áname="parent.$foo"┬áexact="42" /><set_value┬áname="this.$bar"┬áexact="parent" /><set_value┬áname="$baz"┬áexact="this.$bar.$foo" />{{/code}} 1310 + 1311 +(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1312 + 1313 + 1314 +(% id="namespaces" %) 1315 + 1316 +== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1317 + 1318 +(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces. 1319 + 1320 +(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1321 + 1322 +{{code}}<cue┬áname="Root">┬á <actions>┬á ┬á <set_value┬áname="$foo" />┬á </actions>┬á <cues>┬á ┬á <cue┬áname="SubCue"> [...]┬á ┬á </cue>┬á </cues></cue>{{/code}} 1323 + 1324 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue. 1325 + 1326 +(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue. 1327 + 1328 +(% id="defining-a-cues-namespace" %) 1329 + 1330 +=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1331 + 1332 +(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible: 1333 + 1334 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo 1335 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo 1336 +* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥. 1337 + 1338 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1339 + 1340 + 1341 +{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span> 1342 + 1343 +<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}}
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