Changes for page Mission Director Guide

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

From version 32957.1
edited by Daniel Turner
on 2023/08/22 19:09
Change comment: There is no comment for this version
To version 32938.1
edited by Daniel Turner
on 2023/08/22 16:49
Change comment: Rollback to version 32934.1

Summary

Details

Page properties
Title
... ... @@ -1,1 +1,1 @@
1 -Mission Director Guide
1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
Parent
... ... @@ -1,1 +1,0 @@
1 -X Rebirth Wiki.Modding support.WebHome
Content
... ... @@ -1,13 +1,12 @@
1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.
1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
2 2  
3 -An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
3 +An introduction to the original MD can be found in the[[ (% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 -{{info}}
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}}
7 +{{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}}
10 10  
9 +(% id="md-scripts" %)
11 11  
12 12  {{toc/}}
13 13  
... ... @@ -15,17 +15,15 @@
15 15  
16 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 -MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.
17 +MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names.
19 19  
20 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]] (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
21 21  
22 22  This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
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]]).
23 +{{note body="Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
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}}
25 +To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."/}}
29 29  
30 30  == Script debug output ==
31 31  
... ... @@ -33,25 +33,21 @@
33 33  
34 34  To collect all messages in a file, start the game with the following parameters on the command line:
35 35  
36 -{{code language="xml"}}
37 --logfile debuglog.txt
38 -{{/code}}
33 +{{code}}-logfile debuglog.txt{{/code}}
39 39  
40 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}}
37 +{{code}}-debug scripts{{/code}}
45 45  
46 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.
39 +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.\\
47 47  
48 -The script action <debug_text> can be used to print debug messages from within a script.
41 +The script action <debug_text> can be used to print debug messages from within a script.\\
49 49  
50 50  = MD script structure =
51 51  
52 52  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.
53 53  
54 -The XML root node of an MD file is called "mdscript" and looks like this:
47 +The XML root node of an MD file is called ΓÇ£mdscriptΓÇ¥ and looks like this:
55 55  
56 56  {{code language="xml"}}
57 57  <?xml version="1.0" encoding="utf-8"?>
... ... @@ -58,7 +58,7 @@
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.
54 +ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily.
62 62  
63 63  The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes:
64 64  
... ... @@ -82,16 +82,17 @@
82 82  
83 83  * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
84 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.
78 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\
86 86  
87 87  
81 +
88 88  * **Complete**: The cue has finished performing its actions.
89 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.
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}}
85 +\\
94 94  
87 +{{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
88 +
95 95  This is how a cue node looks like:
96 96  
97 97  {{code language="xml"}}
... ... @@ -114,7 +114,7 @@
114 114  
115 115  **Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object.
116 116  
117 -**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_" so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
111 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.
118 118  
119 119  Example for an event condition:
120 120  
... ... @@ -154,11 +154,12 @@
154 154  
155 155  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
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).
151 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are ΓÇ£//cancel//ΓÇ¥ and ΓÇ£//complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
158 158  
159 159  
160 -* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event.
161 161  
155 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
156 +
162 162  Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
163 163  
164 164  Examples:
... ... @@ -183,11 +183,10 @@
183 183  
184 184  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}}
190 190  
182 +
183 +{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}}
184 +
191 191  == Actions ==
192 192  
193 193  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>:
... ... @@ -202,7 +202,7 @@
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.
199 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
206 206  
207 207  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>.
208 208  
... ... @@ -218,12 +218,12 @@
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  
217 +{{note body="Messages printed with &lt;debug_text&gt; are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]]."/}}
226 226  
219 +
220 +
227 227  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  
229 229  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.
... ... @@ -236,9 +236,7 @@
236 236  
237 237  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.
238 238  
239 -{{info}}
240 -The syntax of libraries is considerably different from the syntax in the MD of X3TC.
241 -{{/info}}
233 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}
242 242  
243 243  
244 244  
... ... @@ -251,7 +251,7 @@
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.
246 +Although it is called library, itΓÇÖs basically just a cue that doesnΓÇÖt do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names.
255 255  
256 256  To use a library, use the attribute ref:
257 257  
... ... @@ -291,19 +291,19 @@
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  
288 +{{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  
291 +
292 +So when writing the library, you donΓÇÖt have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
293 +
302 302  Notes:
303 303  
304 304  * 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).
305 305  * 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.
298 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
307 307  
308 308  == Library Parameters ==
309 309  
... ... @@ -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:
317 +If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node:
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 $baz would be created.
326 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
335 335  
336 336  {{code language="xml"}}
337 337  <library name="Lib">
... ... @@ -348,35 +348,33 @@
348 348  
349 349  = Instantiation =
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.
343 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
344 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
353 353  \\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  
355 355  == Cleaning up instances explicitly ==
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 condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
349 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
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}}
351 +{{info body="&lt;cancel_cue&gt; and &lt;reset_cue&gt; only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword ΓÇ£'''this'''ΓÇ¥) or any ancestor cue, and still perform more actions afterwards."/}}
362 362  
363 363  == Access to instances ==
364 364  
365 -{{info}}
366 -This sub-section requires basic knowledge of script expressions.
367 -{{/info}}
368 368  
369 369  
357 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
370 370  
359 +
360 +
371 371  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 -When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
363 +When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one.
374 374  
375 375  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.
376 376  
377 377  Example chart:
378 378  
379 -[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]
369 +[[~[~[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]]\\
380 380  
381 381  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  
... ... @@ -383,11 +383,11 @@
383 383  Example situations:
384 384  
385 385  * 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.
376 +* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
377 +* In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more.
378 +* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
379 +* In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
380 +* In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated.
391 391  
392 392  In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null.
393 393  
... ... @@ -401,52 +401,51 @@
401 401  
402 402  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
403 403  
404 -* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:
394 +* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\
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}}
396 +{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
397 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
398 +\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
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.
400 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there.
401 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances.
412 412  
413 413  = Expressions =
414 414  
415 415  Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:**
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)
407 +* {{code}}0{{/code}} (integer number)
408 +* {{code}}0772{{/code}} (leading 0 means octal integer number)
409 +* {{code}}3.14159{{/code}} (floating point number)
410 +* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
411 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
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}}
426 426  
427 427  
415 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}
428 428  
417 +
418 +
429 429  You can write string literals by putting the string in single quotes:
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}}
421 +* {{code}}'Hello world'{{/code}}
422 +* {{code}}''{{/code}} (empty string)
423 +* {{code}}'String with a line break\n'{{/code}}
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 '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''
437 -''' for the backslash itself.
438 -{{/info}}
439 439  
426 +
427 +{{note body="Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''&lt; &gt; &quot; &amp;''' in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as '''&amp;lt; &amp;gt; &amp;quot; &amp;amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself."/}}
428 +
440 440  == Numeric data types and suffixes ==
441 441  
442 -Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix:
431 +Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix:
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)
433 +* {{code}}5000000000L{{/code}} (large integer)
434 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
435 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
436 +* {{code}}500m{{/code}} (Length in metres)
437 +* {{code}}10s{{/code}} (Time in seconds)
438 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
450 450  
451 451  A space between number and suffix is allowed.
452 452  
... ... @@ -487,100 +487,99 @@
487 487  \\24h|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}}
479 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
493 493  
494 494  == Operators ==
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
483 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported
497 497  
498 498  (% style="margin-left: 0.0px;" %)
499 499  (((
500 500  |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}}|π 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[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
508 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
488 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
489 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
490 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
491 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
492 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
493 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
494 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
495 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
509 509  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
510 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
511 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
512 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
497 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
498 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
499 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
513 513  |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]]
501 +{{code}}typeof null{{/code}}
502 +\\{{code}}typeof 0{{/code}}
503 +\\{{code}}typeof 'Hello world'{{/code}}|
504 +{{code}}datatype.null{{/code}}
505 +\\{{code}}datatype.integer{{/code}}
506 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
520 520  |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)
508 +{{code}}sin(30deg){{/code}}
509 +\\{{code}}sin(pi){{/code}}|
510 +{{code}}0.5{{/code}}
511 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
525 525  |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}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
531 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
532 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
533 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
534 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
535 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
536 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
513 +{{code}}cos(60deg){{/code}}
514 +\\{{code}}cos(pi){{/code}}|
515 +{{code}}0.5{{/code}}
516 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
517 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
518 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
519 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
520 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
521 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
522 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
523 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
537 537  |+|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}}|
525 +{{code}}1 + 1{{/code}}
526 +\\{{code}}'Hello' + ' world'{{/code}}|
527 +{{code}}2{{/code}}
528 +\\{{code}}'Hello world'{{/code}}|
542 542  Addition
543 543  \\String concatenation
544 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
531 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
545 545  |
546 546  lt
547 -\\< (<)|binary|
548 -{{code language="xml"}}1 lt 3{{/code}}
549 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
534 +\\&lt; (<)|binary|
535 +{{code}}1 lt 3{{/code}}
536 +\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
550 550  |
551 551  le
552 -\\<=|binary|
553 -{{code language="xml"}}1 le 3{{/code}}
554 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
539 +\\&lt;=|binary|
540 +{{code}}1 le 3{{/code}}
541 +\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
555 555  |
556 556  gt
557 -\\> (>)|binary|
558 -{{code language="xml"}}1 gt 3{{/code}}
559 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
544 +\\&gt; (>)|binary|
545 +{{code}}1 gt 3{{/code}}
546 +\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
560 560  |
561 561  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
549 +\\&gt;=|binary|
550 +{{code}}1 ge 3{{/code}}
551 +\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
565 565  |(((
566 566  = =
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)
554 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
555 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
556 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
557 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
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")
578 -)))
561 +{{code}}if 1 == 2 then 'F'{{/code}}
562 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
563 +{{code}}null{{/code}}
564 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
579 579  
566 +)))(% id="operator-precedence-rules" %)
567 +(%%)
580 580  
581 581  === 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.
571 +You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right.
584 584  
585 585  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
586 586  * Power operator: ^
... ... @@ -592,12 +592,13 @@
592 592  * or
593 593  * if/then/else (lowest precedence)
594 594  
583 +(% id="type-conversion" %)
595 595  
596 596  === Type conversion ===
597 597  
598 598  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:
599 599  
600 -* Null and something else: The null value will be interpreted as "0" of the other type.
589 +* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
601 601  * Two non-unit integers: The result will be an integer of the largest involved type.
602 602  * Two non-unit numbers, not all integers: The result will be the largest involved float type.
603 603  * Non-unit and unit: The result will be the unit type.
... ... @@ -607,20 +607,21 @@
607 607  
608 608  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:
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}}
599 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
600 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
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.)
602 +When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.)
614 614  
615 615  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.
616 616  
617 617  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:
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}}
608 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
609 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
621 621  
622 622  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
623 623  
613 +(% id="boolean-operators" %)
624 624  
625 625  === Boolean operators ===
626 626  
... ... @@ -627,133 +627,153 @@
627 627  Some additional notes on Boolean operators (such as and, or, not, ==):
628 628  
629 629  * 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**.
620 +* Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are **non-zero** or **non-numeric**.
631 631  * != 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)
622 +* ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation
623 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
634 634  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
635 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
625 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
636 636  
637 637  
628 +
638 638  (% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
639 639  
640 -
641 641  {{{==}}}
642 642  
643 643  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
644 644  
645 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
646 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
636 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
637 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
647 647  
648 648  See also the section about [[value properties>>MediaWiki.NULL]].
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'.
641 +Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
651 651  \\To get a percent character in the result string, use '%%' in the format string.
652 652  \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
653 653  \\**[New as of X Rebirth 4.0]**
654 654  \\ 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):
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)
647 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
648 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
649 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
659 659  
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 -* If "," is used without "." then any fractional digits are discarded.
654 +*  If "," 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  
658 +
659 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
660 +
661 +
662 +
663 +\\
664 +
665 +(% id="categorybroken_macroanchorlists" %)
666 +
670 670  == Lists ==
671 671  
672 672  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]].
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 "[ ]".
671 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥.
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}}
673 +{{note body="When accessing a listΓÇÖs elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."/}}
679 679  
675 +
676 +
680 680  Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements.
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.
679 +{{note body="When using &lt;remove_from_list/&gt;, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
684 684  
685 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
681 +Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
686 686  
687 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>
688 -{{/info}}
683 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
689 689  
685 +
686 +
687 +\\
688 +
690 690  (% id="categorybroken_macroanchortables" %)
690 +
691 691  == Tables ==
692 692  
693 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
693 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
694 694  
695 695  Almost all values are allowed as table keys, but there are a few exceptions:
696 696  
697 697  * Strings must start with '$', like variables
698 698  * 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
699 +* Lists, tables, groups and buildplans cannot be used as table keys\\
700 700  
701 701  
702 +
702 702  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
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
705 +* {{code}}table[]{{/code}} ⟹ creates an empty table
706 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
706 706  
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  
710 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
711 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
712 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
713 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
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 +
717 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
718 +
719 +\\
720 +
721 +(% id="categorybroken_macroanchorvalue-properties" %)
722 +
716 716  == Value properties ==
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.
725 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used.
719 719  
720 -Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
727 +Numbers donΓÇÖt have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc.
721 721  
722 722  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
731 +* 1 ⟹ 42
732 +* 2 ⟹ null
733 +* 3 ⟹ 'text'
734 +* 'count' ⟹ 3
728 728  
729 729  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  
731 731  You can look up a property by appending a dot and the key in curly braces:
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
740 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
741 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
742 +* {{code}}[].{'count'}{{/code}} ⟹ 0
743 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
737 737  
738 738  
739 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
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}}
747 +In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
745 745  
749 +* {{code}}[42].{'count'}{{/code}}
750 +* {{code}}$ship.{'name'}{{/code}}
751 +* {{code}}$ship.{'class'} {{/code}}
752 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
746 746  
754 +
755 +
747 747  But it is easier just to write the property key without braces, which is equivalent:
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}}
758 +* {{code}}[0].count{{/code}}
759 +* {{code}}$ship.name{{/code}}
760 +* {{code}}$ship.class{{/code}}
761 +* {{code}}table[$foo='bar'].$foo{{/code}}\\
753 753  
754 754  
755 -(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
756 756  
765 +(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
766 +
757 757  A list has even more properties:
758 758  
759 759  **random'** returns a randomly chosen element (which requires that the list is non-empty)
... ... @@ -760,19 +760,19 @@
760 760  
761 761  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
762 762  
763 -* {{code language="xml"}}[1, 6, 8].min{{/code}} 1
773 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
764 764  
765 765  **average'** returns the average (but all element types have to be compatible)
766 766  
767 -* {{code language="xml"}}[1, 6, 8].average{{/code}} 5
777 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
768 768  
769 -**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list
779 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list
770 770  
771 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} 3
781 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
772 772  
773 773  **clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them)
774 774  
775 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} {{code language="xml"}}[1, 6, 8]{{/code}}
785 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
776 776  
777 777  A table has different properties:
778 778  
... ... @@ -779,50 +779,65 @@
779 779  * '**clone'** creates a shallow copy of the table
780 780  * '**keys'** allows you to access data about the table's keys
781 781  
782 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
792 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
783 783  
784 784  
785 785  
786 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
796 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
787 787  
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)
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}}
800 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
801 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
795 795  
796 -=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) ===
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'
805 +{{note body="The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}."/}}
803 803  
804 804  
808 +
809 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
810 +
811 +
812 +{{{===}}}
813 +
814 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false:
815 +
816 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
817 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
818 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
819 +
820 +
821 +
805 805  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
824 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
825 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
809 809  
810 -To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
827 +To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
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 $list, if it exists, null otherwise
829 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
830 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
831 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
815 815  
816 816  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.
817 817  
835 +\\
836 +
837 +(% id="static-lookups" %)
838 +
818 818  === Static lookups ===
819 819  
820 -There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes.
841 +There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes.
821 821  
822 822  Here are a few enumeration classes and corresponding example lookup values:
823 823  
824 824  (% style="margin-left: 0.0px;" %)
825 825  (((
847 +\\
848 +
849 +
850 +
826 826  |Data type (= value name)|Examples|Description
827 827  |class|
828 828  class.ship
... ... @@ -867,38 +867,43 @@
867 867  \\faction.argongovernment|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:
895 +{{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
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:
899 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property &quot;'''isstring'''&quot; instead. For example, to check if the variable $value is a string, use the following term:
876 876  
877 -<code>(typeof $value).isstring</code>"
878 -{{/info}}
901 +<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}}
903 +{{info body="There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use."/}}
883 883  
905 +\\
906 +
907 +
908 +
909 +(% id="player-properties" %)
910 +
884 884  === Player properties ===
885 885  
886 -You can access many player-related game properties via the keyword "player":
913 +You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
887 887  
888 -* player.**name**: The player's name
915 +* player.**name**: The playerΓÇÖs name
889 889  * 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
917 +* player.**money**: The money in the playerΓÇÖs account
918 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
892 892  
893 893  
921 +
894 894  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
895 -* player.**entity**: The actual player object
923 +* player.**entity**: The actual player object\\
896 896  
897 897  
926 +
898 898  * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
899 899  * player.**copilot**: The co-pilot NPC
900 900  
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.
931 +\\(% id="safe-properties" %)
902 902  
903 903  === Safe properties ===
904 904  
... ... @@ -911,24 +911,30 @@
911 911  * available
912 912  * isclass.(...)
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.
944 +These properties will not cause errors when used on ΓÇ£nullΓÇ¥ or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error.
915 915  
916 -=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===
946 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
917 917  
948 +
949 +{{{===}}}
950 +
918 918  **[New as of X Rebirth 4.0]**
919 919  \\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.
920 920  
921 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
922 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
954 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
955 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
923 923  
924 924  
925 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
926 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
927 927  
959 +* {{code}}$time.formatted.{'formatstring'}{{/code}}
960 +* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
961 +
928 928  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:
964 +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  
966 +
967 +
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)
... ... @@ -943,55 +943,74 @@
943 943  * %G: Credits (truncated) in Giga format
944 944  * %T: Credits (truncated) in Tera format
945 945  * %Cr: Localised "Cr" string
946 -* %%: A % sign
982 +* %%: A % sign\\
947 947  
948 948  
949 -Examples:
950 950  
951 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
952 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
953 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
954 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
955 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}}
986 +Examples:\\
956 956  
988 +
989 +
990 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
991 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
992 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
993 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
994 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
995 +
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}} {{code language="xml"}}'00:02:31'{{/code}}
962 -* {{code language="xml"}}(151s).formatted.default{{/code}} {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
963 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} {{code language="xml"}}'00:02:31.000'{{/code}}
964 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} {{code language="xml"}}'0:02'{{/code}}
1000 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1001 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1002 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1003 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
965 965  
1005 +(% id="complete-property-documentation" %)
1006 +
966 966  === Complete property documentation ===
967 967  
968 968  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.
969 969  
970 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1011 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
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:
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 provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field:
1015 +{{note body="scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
980 980  
1017 +* Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1018 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}}
1019 +
1020 +
1021 +
1022 +This provides you with a complete list of all supported ΓÇ£base keywordsΓÇ¥ and properties. To filter in this list, you can enter an expression in the text field:
1023 +
981 981  * 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 (".")
1025 +* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1026 +* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
984 984  * 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
1028 +* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
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}}
1030 +\\
990 990  
1032 +
1033 +
1034 +{{note body="The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class."/}}
1035 +
1036 +
1037 +
1038 +\\
1039 +
1040 +(% id="md-refreshing-and-patching" %)
1041 +
991 991  = MD refreshing and patching =
992 992  
993 -When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
1044 +When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called ΓÇ£refreshΓÇ¥. It is also possible to refresh the MD at run-time using the command ΓÇ£refreshmdΓÇ¥ on the in-game command line. This is a convenient way to update MD scripts while the game is already running.
994 994  
1046 +\\
1047 +
1048 +(% id="details-and-restrictions" %)
1049 +
995 995  == Details and restrictions ==
996 996  
997 997  Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
... ... @@ -1011,203 +1011,169 @@
1011 1011  * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1012 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}}
1069 +\\
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  
1072 +
1073 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}
1074 +
1075 +{{warning body="When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary."/}}
1076 +
1077 +
1078 +
1079 +\\
1080 +
1081 +(% id="patching" %)
1082 +
1022 1022  == Patching ==
1023 1023  
1024 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.
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}}
1087 +{{code}}&lt;cue [...] version=&quot;42&quot;&gt;  &lt;conditions&gt; [...] &lt;/conditions&gt;  &lt;actions&gt; [...] &lt;/actions&gt;  &lt;patch sinceversion=&quot;42&quot;&gt;    [patch actions]  &lt;/patch&gt;&lt;/cue&gt;{{/code}}
1035 1035  
1036 -The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1089 +The patch actions are only performed if the cue is in a certain state, ΓÇ£completeΓÇ¥ by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element.
1037 1037  
1038 1038  A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances.
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}}
1093 +{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1043 1043  
1095 +
1096 +
1097 +\\
1098 +
1099 +(% id="common-attribute-groups" %)
1100 +
1044 1044  = Common attribute groups =
1045 1045  
1046 1046  There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1047 1047  
1105 +\\
1106 +
1107 +(% id="categorybroken_macroanchorvalue-comparisons" %)
1108 +
1048 1048  == Value comparisons ==
1049 1049  
1050 1050  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1051 1051  
1052 -{{code language="xml"}}
1053 - <check_value value="$ware == ware.silicon and $amount != 0"/>
1054 -{{/code}}
1113 +{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1055 1055  
1056 1056  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1057 1057  
1058 -{{code language="xml"}}
1059 - <check_value value="FooCue.state" exact="cuestate.complete"/>
1060 - <check_value value="$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="$attention" min="attention.visible"/>
1065 -{{/code}}
1117 +{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$foo.count&quot; min=&quot;5&quot;/&gt;&lt;check_value value=&quot;$foo&quot; max=&quot;player.age + 1min&quot;/&gt;&lt;check_value value=&quot;player.money&quot; min=&quot;300Cr&quot; max=&quot;600Cr&quot;/&gt;&lt;check_value value=&quot;$method&quot; list=&quot;[killmethod.hitbymissile, killmethod.collected]&quot;/&gt;&lt;check_value value=&quot;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1066 1066  
1067 -{{info}}
1068 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."
1069 -{{/info}}
1119 +{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1070 1070  
1121 +
1122 +
1123 +\\
1124 +
1125 +(% id="categorybroken_macroanchorrandom-ranges" %)
1126 +
1071 1071  == Random ranges ==
1072 1072  
1073 1073  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1074 1074  
1075 -{{code language="xml"}}
1076 - <set_value name="$race" exact="race.teladi"/>
1077 -{{/code}}
1131 +{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1078 1078  
1079 1079  To select a random element from a list, this syntax can be used:
1080 1080  
1081 -{{code language="xml"}}
1082 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/>
1083 -{{/code}}
1135 +{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1084 1084  
1085 1085  To get a random number within a given range, you can use min/max:
1086 1086  
1087 -{{code language="xml"}}
1088 - <set_value name="$foo" min="-20" max="20"/>
1089 - <set_value name="$timeout" max="20s"/>
1090 -{{/code}}
1139 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1091 1091  
1092 1092  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1093 1093  
1094 -You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1143 +You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1095 1095  
1096 -{{code language="xml"}}
1097 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1098 -{{/code}}
1145 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot; profile=&quot;profile.increasing&quot; scale=&quot;4&quot;/&gt;{{/code}}
1099 1099  
1147 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1148 +\\(% id="variables-and-namespaces" %)
1100 1100  
1101 1101  = Variables and namespaces =
1102 1102  
1103 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).
1104 1104  
1154 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1155 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1156 +
1105 1105  == Creating and removing variables ==
1106 1106  
1107 -You can create variables with certain actions and conditions, such as the <set_value> action:
1159 +{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1108 1108  
1109 -{{code language="xml"}}
1110 - <set_value name="$foo" exact="$bar + 1" />
1111 -{{/code}}
1161 +{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
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>.)
1163 +<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.)
1114 1114  
1115 -The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1165 +The default operation of <set_value> is ΓÇ£**set**ΓÇ¥, but there are more: ΓÇ£**add**ΓÇ¥, ΓÇ£**subtract**ΓÇ¥, and ΓÇ£**insert**ΓÇ¥. //add// and //subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed.
1116 1116  
1117 -{{code language="xml"}}
1118 - <set_value name="$foo" operation="add" />
1119 -{{/code}}
1167 +{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1120 1120  
1121 1121  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1122 1122  
1123 -{{code language="xml"}}
1124 - <set_value name="$list.{1}" exact="42" />
1125 - <set_value name="$table.$foo" exact="42" />
1126 -{{/code}}
1171 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1127 1127  
1128 1128  The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here):
1129 1129  
1130 -{{code language="xml"}}
1131 - <set_value name="$list.{1}" exact="42" operation="insert" />
1132 -{{/code}}
1175 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1133 1133  
1134 1134  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.
1135 1135  
1136 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="$list" exact="42" />
1141 -{{/code}}
1181 +{{code}}&lt;set_value name=&quot;$list.{$list.count + 1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;&lt;append_to_list name=&quot;$list&quot; exact=&quot;42&quot; /&gt;{{/code}}
1142 1142  
1143 1143  Inserting at a position below 1 or above $list.count + 1 is not possible.
1144 1144  
1145 1145  To remove variables or list/table entries, use <remove_value>:
1146 1146  
1147 -{{code language="xml"}}
1148 - <remove_value name="$foo" />
1149 - <remove_value name="$list.{1}" />
1150 - <remove_value name="$table.$foo" />
1151 -{{/code}}
1187 +{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1152 1152  
1153 1153  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1154 1154  
1191 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1192 +\\\\\\(% id="accessing-remote-variables" %)
1155 1155  
1156 1156  == Accessing remote variables ==
1157 1157  
1158 1158  You can also read and write variables in other cues by using the variable name as property key:
1159 1159  
1160 -{{code language="xml"}}
1161 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" />
1162 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1163 -{{/code}}
1198 +{{code}}&lt;set_value name=&quot;OtherCue.$foo&quot; min=&quot;0.0&quot; max=&quot;1.0&quot; /&gt;&lt;set_value name=&quot;md.OtherScript.YetAnotherCue.$bar&quot; exact=&quot;OtherCue.$foo&quot; /&gt;{{/code}}
1164 1164  
1165 1165  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1166 1166  
1167 -{{code language="xml"}}
1168 - <set_value name="static.$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.$foo" />
1172 -{{/code}}
1202 +{{code}}&lt;set_value name=&quot;static.$counter&quot; operation=&quot;add&quot; /&gt;&lt;set_value name=&quot;parent.$foo&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;this.$bar&quot; exact=&quot;parent&quot; /&gt;&lt;set_value name=&quot;$baz&quot; exact=&quot;this.$bar.$foo&quot; /&gt;{{/code}}
1173 1173  
1204 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1205 +\\\\\\(% id="namespaces" %)
1206 +
1174 1174  == Namespaces ==
1175 1175  
1176 -In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
1209 +In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1177 1177  
1178 1178  Consider this case:
1179 1179  
1180 -{{code language="xml"}}
1181 -<cue name="Root">
1182 - <actions>
1183 - <set_value name="$foo" />
1184 - </actions>
1185 - <cues>
1186 - <cue name="SubCue"> [...]
1187 - </cue>
1188 - </cues>
1189 -</cue>
1190 -{{/code}}
1213 +{{code}}&lt;cue name=&quot;Root&quot;&gt;  &lt;actions&gt;    &lt;set_value name=&quot;$foo&quot; /&gt;  &lt;/actions&gt;  &lt;cues&gt;    &lt;cue name=&quot;SubCue&quot;&gt; [...]    &lt;/cue&gt;  &lt;/cues&gt;&lt;/cue&gt;{{/code}}
1191 1191  
1192 -When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue.
1215 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue.
1193 1193  
1194 -You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1217 +You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1195 1195  
1196 -=== Defining a cue's namespace ===
1219 +(% id="defining-a-cues-namespace" %)
1197 1197  
1221 +=== Defining a cueΓÇÖs namespace ===
1222 +
1198 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".
1225 +* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1226 +* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1227 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
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:
1229 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
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.$foo (error) -->
1211 -</cue>
1212 -{{/code}}
1213 -{{/warning}}
1231 +
1232 +{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example:
1233 +
1234 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$foo&quot; /&gt; &lt;!-- $foo from parent namespace --&gt;  &lt;param name=&quot;Param2&quot; value=&quot;namespace.$foo&quot; /&gt; &lt;!-- LibRef.$foo (error) --&gt;&lt;/cue&gt;</code>"/}}
Mission Director Guide - Instantiation.png
Author
... ... @@ -1,1 +1,0 @@
1 -xwiki:XWiki.Daniel
Size
... ... @@ -1,1 +1,0 @@
1 -47.0 KB
Content