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
on 2023/08/22 19:09
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To version 32961.1
edited by Daniel Turner
on 2023/08/24 10:01
on 2023/08/24 10:01
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... ... @@ -22,7 +22,7 @@ 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 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]]).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 [[Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]). 26 26 27 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 28 {{/info}} ... ... @@ -84,7 +84,6 @@ 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 85 * **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 86 86 87 - 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 ... ... @@ -156,7 +156,6 @@ 156 156 157 157 * 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). 158 158 159 - 160 160 * 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. 161 161 162 162 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). ... ... @@ -219,11 +219,11 @@ 219 219 {{/code}} 220 220 221 221 {{info}} 222 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 220 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]] 223 223 {{/info}} 224 224 223 +Script debug output 225 225 226 - 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. ... ... @@ -241,7 +241,6 @@ 241 241 {{/info}} 242 242 243 243 244 - 245 245 Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 246 246 247 247 {{code language="xml"}} ... ... @@ -292,11 +292,9 @@ 292 292 {{/code}} 293 293 294 294 {{warning}} 295 -These examples are definitely <u>not</u>examples of good scripting style.292 +These examples are definitely **__not__ **examples of good scripting style. 296 296 {{/warning}} 297 297 298 - 299 - 300 300 So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 301 301 302 302 Notes: ... ... @@ -366,8 +366,6 @@ 366 366 This sub-section requires basic knowledge of script expressions. 367 367 {{/info}} 368 368 369 - 370 - 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. 372 372 373 373 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. ... ... @@ -403,7 +403,7 @@ 403 403 404 404 * **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: 405 405 406 -{{code language="xml"}} 399 +{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}} 407 407 It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 408 408 {{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 409 409 ... ... @@ -503,10 +503,10 @@ 503 503 |true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 504 504 |pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 505 505 |()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 506 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>> MediaWiki.NULL]] of values507 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>> MediaWiki.NULL]] of values499 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values 500 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values 508 508 |{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 509 -\\(Note: Braces are also used for [[property lookups>> MediaWiki.NULL]])502 +\\(Note: Braces are also used for [[property lookups>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]]) 510 510 |+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 511 511 |-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 512 512 |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 ... ... @@ -563,7 +563,7 @@ 563 563 {{code language="xml"}}1 ge 3{{/code}} 564 564 \\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 565 565 |((( 566 - ==559 + 567 567 )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 568 568 |~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 569 569 |and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) ... ... @@ -577,7 +577,6 @@ 577 577 \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 578 578 ))) 579 579 580 - 581 581 === Operator precedence rules === 582 582 583 583 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. ... ... @@ -592,7 +592,6 @@ 592 592 * or 593 593 * if/then/else (lowest precedence) 594 594 595 - 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: ... ... @@ -634,7 +634,6 @@ 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. 635 635 * <, <=, >, >= 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. 636 636 637 - 638 638 (% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 639 639 640 640 ... ... @@ -698,19 +698,16 @@ 698 698 * null cannot be used as table key (but the number 0 is valid) 699 699 * Lists, tables, groups and buildplans cannot be used as table keys 700 700 701 - 702 702 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 703 703 704 704 * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 705 705 * {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 706 706 707 - 708 708 * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 709 709 * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 710 710 * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 711 711 * {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 712 712 713 - 714 714 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 715 715 716 716 == Value properties == ... ... @@ -735,7 +735,6 @@ 735 735 * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 736 736 * {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 737 737 738 - 739 739 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 740 740 741 741 * {{code language="xml"}}[42].{'count'}{{/code}} ... ... @@ -743,7 +743,6 @@ 743 743 * {{code language="xml"}}$ship.{'class'}{{/code}} 744 744 * {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 745 745 746 - 747 747 But it is easier just to write the property key without braces, which is equivalent: 748 748 749 749 * {{code language="xml"}}[0].count{{/code}} ... ... @@ -751,7 +751,6 @@ 751 751 * {{code language="xml"}}$ship.class{{/code}} 752 752 * {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 753 753 754 - 755 755 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 756 756 757 757 A list has even more properties: ... ... @@ -785,7 +785,6 @@ 785 785 786 786 * {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 787 787 788 - 789 789 * {{code language="xml"}}$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) 790 790 * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 791 791 ... ... @@ -801,7 +801,6 @@ 801 801 * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 802 802 * {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 803 803 804 - 805 805 The question mark can even be applied to variables: 806 806 807 807 * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable ... ... @@ -890,11 +890,9 @@ 890 890 * player.**money**: The money in the player's account 891 891 * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 892 892 893 - 894 894 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 895 895 * player.**entity**: The actual player object 896 896 897 - 898 898 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 899 899 * player.**copilot**: The co-pilot NPC 900 900 ... ... @@ -921,7 +921,6 @@ 921 921 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 922 922 * {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 923 923 924 - 925 925 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 926 926 * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 927 927 ... ... @@ -945,7 +945,6 @@ 945 945 * %Cr: Localised "Cr" string 946 946 * %%: A % sign 947 947 948 - 949 949 Examples: 950 950 951 951 * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}