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1 -Mission Director Guide
1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide
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1 -X Rebirth Wiki.Modding support.WebHome
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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  
... ... @@ -15,9 +15,9 @@
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  
... ... @@ -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}}
35 +{{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}}
39 +{{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.
41 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
47 47  
48 -The script action <debug_text> can be used to print debug messages from within a script.
43 +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:
49 +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.
56 +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  
... ... @@ -82,15 +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.
80 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\
86 86  
82 +
83 +
87 87  * **Complete**: The cue has finished performing its actions.
88 88  * **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.
89 89  
90 -{{info}}
91 -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.
92 -{{/info}}
87 +\\
93 93  
89 +{{note body="There can be a delay between the activation and performing the actions if the &lt;delay&gt; tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br />"/}}
90 +
94 94  This is how a cue node looks like:
95 95  
96 96  {{code language="xml"}}
... ... @@ -113,7 +113,7 @@
113 113  
114 114  **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.
115 115  
116 -**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.
113 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix 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.
117 117  
118 118  Example for an event condition:
119 119  
... ... @@ -153,10 +153,12 @@
153 153  
154 154  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
155 155  
156 -* 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).
153 +* 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).\\
157 157  
158 -* 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.
159 159  
156 +
157 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event.
158 +
160 160  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).
161 161  
162 162  Examples:
... ... @@ -181,11 +181,10 @@
181 181  
182 182  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
183 183  
184 -{{info}}
185 -**Reminder**
186 -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.
187 -{{/info}}
188 188  
184 +
185 +{{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."/}}
186 +
189 189  == Actions ==
190 190  
191 191  The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>:
... ... @@ -200,7 +200,7 @@
200 200  <event_cue_completed cue="parent"/>
201 201  {{/code}}
202 202  
203 -<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue's condition check. The state transition from active to complete will still take the <delay> node into account.
201 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cueΓÇÖs condition check. The state transition from active to complete will still take the <delay> node into account.
204 204  
205 205  Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>.
206 206  
... ... @@ -216,12 +216,12 @@
216 216  <actions>
217 217  {{/code}}
218 218  
219 -{{info}}
220 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output
221 -{{/info}}
222 222  
223 223  
219 +{{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]]."/}}
224 224  
221 +
222 +
225 225  Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
226 226  
227 227  Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
... ... @@ -234,9 +234,7 @@
234 234  
235 235  Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
236 236  
237 -{{info}}
238 -The syntax of libraries is considerably different from the syntax in the MD of X3TC.
239 -{{/info}}
235 +{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC."/}}
240 240  
241 241  
242 242  
... ... @@ -249,7 +249,7 @@
249 249  </library>
250 250  {{/code}}
251 251  
252 -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.
248 +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.
253 253  
254 254  To use a library, use the attribute ref:
255 255  
... ... @@ -289,19 +289,19 @@
289 289  </library>
290 290  {{/code}}
291 291  
292 -{{warning}}
293 -These examples are definitely <u>not</u> examples of good scripting style.
294 -{{/warning}}
295 295  
296 296  
290 +{{warning body="These examples are definitely <u>not</u> examples of good scripting style."/}}
297 297  
298 -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.
299 299  
293 +
294 +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.
295 +
300 300  Notes:
301 301  
302 302  * 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).
303 303  * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
304 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
300 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
305 305  
306 306  == Library Parameters ==
307 307  
... ... @@ -320,7 +320,7 @@
320 320  </library>
321 321  {{/code}}
322 322  
323 -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:
319 +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:
324 324  
325 325  {{code language="xml"}}
326 326  <cue name="Foo" ref="Lib">
... ... @@ -329,7 +329,7 @@
329 329  </cue>
330 330  {{/code}}
331 331  
332 -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 $baz would be created.
328 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$ΓÇÖ prefix. In the example above, the variables $foo, $bar, and $baz would be created.
333 333  
334 334  {{code language="xml"}}
335 335  <library name="Lib">
... ... @@ -346,35 +346,33 @@
346 346  
347 347  = Instantiation =
348 348  
349 -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.**
350 -\\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.
345 +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.**
346 +\\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.
351 351  \\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.
352 352  
353 353  == Cleaning up instances explicitly ==
354 354  
355 -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.
351 +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.
356 356  
357 -{{info}}
358 -<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.
359 -{{/info}}
353 +{{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."/}}
360 360  
361 361  == Access to instances ==
362 362  
363 -{{info}}
364 -This sub-section requires basic knowledge of script expressions.
365 -{{/info}}
366 366  
367 367  
359 +{{note body="This sub-section requires basic knowledge of [[NULL|script expressions]]."/}}
368 368  
361 +
362 +
369 369  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.
370 370  
371 -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.
365 +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.
372 372  
373 373  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.
374 374  
375 375  Example chart:
376 376  
377 -[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]
371 +[[~[~[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]]\\
378 378  
379 379  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.
380 380  
... ... @@ -381,11 +381,11 @@
381 381  Example situations:
382 382  
383 383  * In the static tree: Cue names in expressions are always resolved to the static cues.
384 -* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2).
385 -* 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.
386 -* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a)
387 -* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor.
388 -* 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.
378 +* In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2).
379 +* 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.
380 +* In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a)
381 +* 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.
382 +* 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.
389 389  
390 390  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.
391 391  
... ... @@ -399,52 +399,51 @@
399 399  
400 400  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
401 401  
402 -* **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:
396 +* **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:\\
403 403  
404 -{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}}
405 -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:
406 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
398 +{{code}}&lt;debug_text text=&quot;static.$foo&quot;/&gt;{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %)
399 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
400 +\\{{code}}&lt;set_value name=&quot;$foo&quot; exact=&quot;static.$foo&quot;/&gt;{{/code}}
407 407  
408 -* **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.
409 -* **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.
402 +* **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.
403 +* **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.
410 410  
411 411  = Expressions =
412 412  
413 413  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:**
414 414  
415 -* {{code language="xml"}}0{{/code}} (integer number)
416 -* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number)
417 -* {{code language="xml"}}3.14159{{/code}} (floating point number)
418 -* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
419 -* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
409 +* {{code}}0{{/code}} (integer number)
410 +* {{code}}0772{{/code}} (leading 0 means octal integer number)
411 +* {{code}}3.14159{{/code}} (floating point number)
412 +* {{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥)
413 +* {{code}}0xCAFE{{/code}} (hexadecimal integer number)
420 420  
421 -{{info}}
422 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."
423 -{{/info}}
424 424  
425 425  
417 +{{note body="Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."/}}
426 426  
419 +
420 +
427 427  You can write string literals by putting the string in single quotes:
428 428  
429 -* {{code language="xml"}}'Hello world'{{/code}}
430 -* {{code language="xml"}}''{{/code}} (empty string)
431 -* {{code language="xml"}}'String with a line break\n'{{/code}}
423 +* {{code}}'Hello world'{{/code}}
424 +* {{code}}''{{/code}} (empty string)
425 +* {{code}}'String with a line break\n'{{/code}}
432 432  
433 -{{info}}
434 -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 '''
435 -''' for the backslash itself.
436 -{{/info}}
437 437  
428 +
429 +{{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."/}}
430 +
438 438  == Numeric data types and suffixes ==
439 439  
440 -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:
433 +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:
441 441  
442 -* {{code language="xml"}}5000000000L{{/code}} (large integer)
443 -* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
444 -* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
445 -* {{code language="xml"}}500m{{/code}} (Length in metres)
446 -* {{code language="xml"}}10s{{/code}} (Time in seconds)
447 -* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
435 +* {{code}}5000000000L{{/code}} (large integer)
436 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer)
437 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically)
438 +* {{code}}500m{{/code}} (Length in metres)
439 +* {{code}}10s{{/code}} (Time in seconds)
440 +* {{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically)
448 448  
449 449  A space between number and suffix is allowed.
450 450  
... ... @@ -485,98 +485,99 @@
485 485  \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
486 486  )))
487 487  
488 -{{info}}
489 -All unit data types are floating point types, except for money, which is an integer data type.
490 -{{/info}}
481 +{{note body="All unit data types are floating point types, except for money, which is an integer data type."/}}
491 491  
492 492  == Operators ==
493 493  
494 -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
485 +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
495 495  
496 496  (% style="margin-left: 0.0px;" %)
497 497  (((
498 498  |Operator / Delimiter / Constant|Type|Example|Result of example|Description
499 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above
500 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions
501 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
502 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
503 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
504 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
505 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
506 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
490 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above
491 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions
492 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions
493 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
494 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping
495 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
496 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
497 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
507 507  \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
508 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
509 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
510 -|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
499 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect)
500 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number
501 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
511 511  |typeof|unary|
512 -{{code language="xml"}}typeof null{{/code}}
513 -\\{{code language="xml"}}typeof 0{{/code}}
514 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}|
515 -{{code language="xml"}}datatype.null{{/code}}
516 -\\{{code language="xml"}}datatype.integer{{/code}}
517 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
503 +{{code}}typeof null{{/code}}
504 +\\{{code}}typeof 0{{/code}}
505 +\\{{code}}typeof 'Hello world'{{/code}}|
506 +{{code}}datatype.null{{/code}}
507 +\\{{code}}datatype.integer{{/code}}
508 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
518 518  |sin|unary|
519 -{{code language="xml"}}sin(30deg){{/code}}
520 -\\{{code language="xml"}}sin(pi){{/code}}|
521 -{{code language="xml"}}0.5{{/code}}
522 -\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)
510 +{{code}}sin(30deg){{/code}}
511 +\\{{code}}sin(pi){{/code}}|
512 +{{code}}0.5{{/code}}
513 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required)
523 523  |cos|unary|
524 -{{code language="xml"}}cos(60deg){{/code}}
525 -\\{{code language="xml"}}cos(pi){{/code}}|
526 -{{code language="xml"}}0.5{{/code}}
527 -\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
528 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
529 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
530 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
531 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power
532 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication
533 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division
534 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division)
515 +{{code}}cos(60deg){{/code}}
516 +\\{{code}}cos(pi){{/code}}|
517 +{{code}}0.5{{/code}}
518 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required)
519 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
520 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
521 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
522 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power
523 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication
524 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division
525 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division)
535 535  |+|binary|
536 -{{code language="xml"}}1 + 1{{/code}}
537 -\\{{code language="xml"}}'Hello' + ' world'{{/code}}|
538 -{{code language="xml"}}2{{/code}}
539 -\\{{code language="xml"}}'Hello world'{{/code}}|
527 +{{code}}1 + 1{{/code}}
528 +\\{{code}}'Hello' + ' world'{{/code}}|
529 +{{code}}2{{/code}}
530 +\\{{code}}'Hello world'{{/code}}|
540 540  Addition
541 541  \\String concatenation
542 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction
533 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction
543 543  |
544 544  lt
545 -\\< (<)|binary|
546 -{{code language="xml"}}1 lt 3{{/code}}
547 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
536 +\\&lt; (<)|binary|
537 +{{code}}1 lt 3{{/code}}
538 +\\{{code}}1 &amp;lt; 3{{/code}}|{{code}}true{{/code}}|Less than
548 548  |
549 549  le
550 -\\<=|binary|
551 -{{code language="xml"}}1 le 3{{/code}}
552 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
541 +\\&lt;=|binary|
542 +{{code}}1 le 3{{/code}}
543 +\\{{code}}1 &amp;lt;= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to
553 553  |
554 554  gt
555 -\\> (>)|binary|
556 -{{code language="xml"}}1 gt 3{{/code}}
557 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
546 +\\&gt; (>)|binary|
547 +{{code}}1 gt 3{{/code}}
548 +\\{{code}}1 &amp;gt; 3{{/code}}|{{code}}false{{/code}}|Greater than
558 558  |
559 559  ge
560 -\\>=|binary|
561 -{{code language="xml"}}1 ge 3{{/code}}
562 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
551 +\\&gt;=|binary|
552 +{{code}}1 ge 3{{/code}}
553 +\\{{code}}1 &amp;gt;= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to
563 563  |(((
564 -)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
565 -|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
566 -|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
567 -|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics)
555 += =
556 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to
557 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to
558 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics)
559 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics)
568 568  |
569 569  if ... then ...
570 570  \\if ... then ... else ...|ternary|
571 -{{code language="xml"}}if 1 == 2 then 'F'{{/code}}
572 -\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
573 -{{code language="xml"}}null{{/code}}
574 -\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
575 -)))
563 +{{code}}if 1 == 2 then 'F'{{/code}}
564 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}|
565 +{{code}}null{{/code}}
566 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if")
576 576  
568 +)))(% id="operator-precedence-rules" %)
569 +(%%)
570 +
577 577  === Operator precedence rules ===
578 578  
579 -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.
573 +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.
580 580  
581 581  * Unary operators: +, -, not, typeof, function-style operators (highest precedence)
582 582  * Power operator: ^
... ... @@ -588,11 +588,13 @@
588 588  * or
589 589  * if/then/else (lowest precedence)
590 590  
585 +(% id="type-conversion" %)
586 +
591 591  === Type conversion ===
592 592  
593 593  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:
594 594  
595 -* Null and something else: The null value will be interpreted as "0" of the other type.
591 +* Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type.
596 596  * Two non-unit integers: The result will be an integer of the largest involved type.
597 597  * Two non-unit numbers, not all integers: The result will be the largest involved float type.
598 598  * Non-unit and unit: The result will be the unit type.
... ... @@ -602,20 +602,21 @@
602 602  
603 603  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:
604 604  
605 -* {{code language="xml"}}(1 + 1)f{{/code}} {{code language="xml"}}2f{{/code}} {{code language="xml"}}2.0{{/code}}
606 -* {{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}}
601 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}}
602 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}}
607 607  
608 -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.)
604 +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.)
609 609  
610 610  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.
611 611  
612 612  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:
613 613  
614 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} {{code language="xml"}}'One plus one is equal to 2.'{{/code}}
615 -* {{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}}
610 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}}
611 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}}
616 616  
617 617  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
618 618  
615 +(% id="boolean-operators" %)
619 619  
620 620  === Boolean operators ===
621 621  
... ... @@ -622,126 +622,153 @@
622 622  Some additional notes on Boolean operators (such as and, or, not, ==):
623 623  
624 624  * Of course a Boolean operation always results in true or false (integer 1 or 0).
625 -* 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**.
622 +* 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**.
626 626  * != 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.
627 -* "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
628 -** Example:{{code language="xml"}} false and $foo{{/code}} {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all)
624 +* 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
625 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all)
629 629  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
630 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
627 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
631 631  
632 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
633 633  
634 634  
631 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
632 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
633 +
635 635  {{{==}}}
636 636  
637 637  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
638 638  
639 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
640 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
638 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
639 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}
641 641  
642 642  See also the section about [[value properties>>MediaWiki.NULL]].
643 643  
644 -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'.
643 +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'.
645 645  \\To get a percent character in the result string, use '%%' in the format string.
646 646  \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action.
647 647  \\**[New as of X Rebirth 4.0]**
648 648  \\ 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):
649 649  
650 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
651 -* {{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)
652 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} {{code language="xml"}}'12,345.7'{{/code}} (combination of the above)
649 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)
650 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)
651 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above)
653 653  
654 654  Additional remarks:
655 655  
656 656  * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types.
657 -* If "," is used without "." then any fractional digits are discarded.
656 +*  If "," is used without "." then any fractional digits are discarded.
658 658  * "." 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).
659 659  
660 -{{info}}
661 -There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.
662 -{{/info}}
663 663  
660 +
661 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the &quot;formatted&quot; property."/}}
662 +
663 +
664 +
665 +\\
666 +
667 +(% id="categorybroken_macroanchorlists" %)
668 +
664 664  == Lists ==
665 665  
666 666  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]].
667 667  
668 -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 "[ ]".
673 +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¥.
669 669  
670 -{{info}}
671 -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."
672 -{{/info}}
675 +{{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."/}}
673 673  
677 +
678 +
674 674  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.
675 675  
676 -{{info}}
677 -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.
681 +{{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.
678 678  
679 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
683 +Bad usage attempting to remove the last element of the list: &lt;remove_from_list name=&quot;$List&quot; exact=&quot;$List.{$List.count}&quot;/&gt;
680 680  
681 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>
682 -{{/info}}
685 +If you know the index, simply use &lt;remove_value/&gt; e.g. &lt;remove_value name=&quot;$List.{$List.count}&quot;/&gt;"/}}
683 683  
687 +
688 +
689 +\\
690 +
684 684  (% id="categorybroken_macroanchortables" %)
692 +
685 685  == Tables ==
686 686  
687 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
695 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
688 688  
689 689  Almost all values are allowed as table keys, but there are a few exceptions:
690 690  
691 691  * Strings must start with '$', like variables
692 692  * null cannot be used as table key (but the number 0 is valid)
693 -* Lists, tables, groups and buildplans cannot be used as table keys
701 +* Lists, tables, groups and buildplans cannot be used as table keys\\
694 694  
703 +
704 +
695 695  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
696 696  
697 -* {{code language="xml"}}table[]{{/code}} creates an empty table
698 -* {{code language="xml"}}table[{0} = null]{{/code}} creates a table that maps the number 0 to null
707 +* {{code}}table[]{{/code}} ⟹ creates an empty table
708 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
699 699  
700 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
701 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
702 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
703 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
704 704  
705 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
706 706  
712 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
713 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
714 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
715 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
716 +
717 +
718 +
719 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
720 +
721 +\\
722 +
723 +(% id="categorybroken_macroanchorvalue-properties" %)
724 +
707 707  == Value properties ==
708 708  
709 -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.
727 +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.
710 710  
711 -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.
729 +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.
712 712  
713 713  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:
714 714  
715 -* 1 42
716 -* 2 null
717 -* 3 'text'
718 -* 'count' 3
733 +* 1 ⟹ 42
734 +* 2 ⟹ null
735 +* 3 ⟹ 'text'
736 +* 'count' ⟹ 3
719 719  
720 720  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.
721 721  
722 722  You can look up a property by appending a dot and the key in curly braces:
723 723  
724 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} 100 (reading the first element)
725 -* {{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)
726 -* {{code language="xml"}}[].{'count'}{{/code}} 0
727 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} 42
742 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
743 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
744 +* {{code}}[].{'count'}{{/code}} ⟹ 0
745 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
728 728  
729 -In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
730 730  
731 -* {{code language="xml"}}[42].{'count'}{{/code}}
732 -* {{code language="xml"}}$ship.{'name'}{{/code}}
733 -* {{code language="xml"}}$ship.{'class'}{{/code}}
734 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}
735 735  
749 +In most cases the property key is a fixed string, like ΓÇ£nameΓÇ¥ or ΓÇ£classΓÇ¥. You can write this like above:
750 +
751 +* {{code}}[42].{'count'}{{/code}}
752 +* {{code}}$ship.{'name'}{{/code}}
753 +* {{code}}$ship.{'class'} {{/code}}
754 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\
755 +
756 +
757 +
736 736  But it is easier just to write the property key without braces, which is equivalent:
737 737  
738 -* {{code language="xml"}}[0].count{{/code}}
739 -* {{code language="xml"}}$ship.name{{/code}}
740 -* {{code language="xml"}}$ship.class{{/code}}
741 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}
760 +* {{code}}[0].count{{/code}}
761 +* {{code}}$ship.name{{/code}}
762 +* {{code}}$ship.class{{/code}}
763 +* {{code}}table[$foo='bar'].$foo{{/code}}\\
742 742  
743 -(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
744 744  
766 +
767 +(In this case, $ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannot be confused with keywords.)
768 +
745 745  A list has even more properties:
746 746  
747 747  **random'** returns a randomly chosen element (which requires that the list is non-empty)
... ... @@ -748,19 +748,19 @@
748 748  
749 749  **min'** and '**max'** return the minimum or maximum (all elements have to be numeric)
750 750  
751 -* {{code language="xml"}}[1, 6, 8].min{{/code}} 1
775 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1
752 752  
753 753  **average'** returns the average (but all element types have to be compatible)
754 754  
755 -* {{code language="xml"}}[1, 6, 8].average{{/code}} 5
779 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5
756 756  
757 -**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
781 +**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
758 758  
759 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} 3
783 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3
760 760  
761 761  **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)
762 762  
763 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} {{code language="xml"}}[1, 6, 8]{{/code}}
787 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}}
764 764  
765 765  A table has different properties:
766 766  
... ... @@ -767,48 +767,65 @@
767 767  * '**clone'** creates a shallow copy of the table
768 768  * '**keys'** allows you to access data about the table's keys
769 769  
770 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
794 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
771 771  
772 772  
773 773  
774 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
798 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
775 775  
776 -* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
777 -* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
778 778  
779 -{{info}}
780 -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'.{[...]}.
781 -{{/info}}
782 782  
783 -=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) ===
802 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
803 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
784 784  
785 -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:
786 786  
787 -* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
788 -* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
789 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
790 790  
807 +{{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'.{[...]}."/}}
808 +
809 +
810 +
811 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
812 +
813 +
814 +{{{===}}}
815 +
816 +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:
817 +
818 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
819 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
820 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
821 +
822 +
823 +
791 791  The question mark can even be applied to variables:
792 792  
793 -* {{code language="xml"}}$list{{/code}} The value stored under the name $list, or an error if there is no such variable
794 -* {{code language="xml"}}$list?{{/code}} true if the variable exists, false otherwise
826 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
827 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise
795 795  
796 -To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix:
829 +To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix:
797 797  
798 -* {{code language="xml"}}@$list.{5}{{/code}} The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
799 -* {{code language="xml"}}@$list{{/code}} The list if this variable exists, null otherwise
800 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} The first element of the fifth element of $list, if it exists, null otherwise
831 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)
832 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise
833 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise
801 801  
802 802  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.
803 803  
837 +\\
838 +
839 +(% id="static-lookups" %)
840 +
804 804  === Static lookups ===
805 805  
806 -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.
843 +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.
807 807  
808 808  Here are a few enumeration classes and corresponding example lookup values:
809 809  
810 810  (% style="margin-left: 0.0px;" %)
811 811  (((
849 +\\
850 +
851 +
852 +
812 812  |Data type (= value name)|Examples|Description
813 813  |class|
814 814  class.ship
... ... @@ -853,36 +853,43 @@
853 853  \\faction.argongovernment|Factions
854 854  )))
855 855  
856 -{{info}}
857 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
897 +{{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:
858 858  
859 859  <code>typeof $value == datatype.faction</code>
860 860  
861 -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:
901 +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:
862 862  
863 -<code>(typeof $value).isstring</code>"
864 -{{/info}}
903 +<code>(typeof $value).isstring</code>"/}}
865 865  
866 -{{info}}
867 -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."
868 -{{/info}}
905 +{{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."/}}
869 869  
907 +\\
908 +
909 +
910 +
911 +(% id="player-properties" %)
912 +
870 870  === Player properties ===
871 871  
872 -You can access many player-related game properties via the keyword "player":
915 +You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥:
873 873  
874 -* player.**name**: The player's name
917 +* player.**name**: The playerΓÇÖs name
875 875  * player.**age**: The passed in-game time since game start
876 -* player.**money**: The money in the player's account
877 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
919 +* player.**money**: The money in the playerΓÇÖs account
920 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
878 878  
922 +
923 +
879 879  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
880 -* player.**entity**: The actual player object
925 +* player.**entity**: The actual player object\\
881 881  
927 +
928 +
882 882  * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
883 883  * player.**copilot**: The co-pilot NPC
884 884  
885 885  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.
933 +\\(% id="safe-properties" %)
886 886  
887 887  === Safe properties ===
888 888  
... ... @@ -895,23 +895,30 @@
895 895  * available
896 896  * isclass.(...)
897 897  
898 -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.
946 +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.
899 899  
900 -=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===
948 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
901 901  
950 +
951 +{{{===}}}
952 +
902 902  **[New as of X Rebirth 4.0]**
903 903  \\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.
904 904  
905 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
906 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
956 +* {{code}}$money.formatted.{'formatstring'} {{/code}}
957 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\
907 907  
908 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
909 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
910 910  
960 +
961 +* {{code}}$time.formatted.{'formatstring'}{{/code}}
962 +* {{code}}$time.formatted.default{{/code}}  (using default format string '%T')
963 +
911 911  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
912 912  
913 -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:
966 +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:\\
914 914  
968 +
969 +
915 915  |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.)
916 916  |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'.
917 917  |.|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)
... ... @@ -926,54 +926,74 @@
926 926  * %G: Credits (truncated) in Giga format
927 927  * %T: Credits (truncated) in Tera format
928 928  * %Cr: Localised "Cr" string
929 -* %%: A % sign
984 +* %%: A % sign\\
930 930  
931 -Examples:
932 932  
933 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
934 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
935 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
936 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
937 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}}
938 938  
988 +Examples:\\
989 +
990 +
991 +
992 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}}
993 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'})
994 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}}
995 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero)
996 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}}
997 +
939 939  For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
940 940  
941 941  Examples:
942 942  
943 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} {{code language="xml"}}'00:02:31'{{/code}}
944 -* {{code language="xml"}}(151s).formatted.default{{/code}} {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'})
945 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} {{code language="xml"}}'00:02:31.000'{{/code}}
946 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} {{code language="xml"}}'0:02'{{/code}}
1002 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}}
1003 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'})
1004 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}}
1005 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}}
947 947  
1007 +(% id="complete-property-documentation" %)
1008 +
948 948  === Complete property documentation ===
949 949  
950 950  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.
951 951  
952 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1013 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
953 953  
954 -{{info}}
955 -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:
956 956  
957 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
958 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files--
959 -{{/info}}
960 960  
961 -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:
1017 +{{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:
962 962  
1019 +* Firefox: On the about:config page, the value of &quot;security.fileuri.strict_origin_policy&quot; has to be changed to &quot;false&quot;.
1020 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}}
1021 +
1022 +
1023 +
1024 +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:
1025 +
963 963  * Enter the beginning of a base keyword
964 -* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable
965 -* To see the properties of a base keyword or data type, enter a dot (".")
1027 +* Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable
1028 +* To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥)
966 966  * After the dot, you can enter a property name
967 -* You can also enter a dot (".") as first character to search globally for a property
1030 +* You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property
968 968  
969 -{{info}}
970 -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.
971 -{{/info}}
1032 +\\
972 972  
1034 +
1035 +
1036 +{{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."/}}
1037 +
1038 +
1039 +
1040 +\\
1041 +
1042 +(% id="md-refreshing-and-patching" %)
1043 +
973 973  = MD refreshing and patching =
974 974  
975 -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.
1046 +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.
976 976  
1048 +\\
1049 +
1050 +(% id="details-and-restrictions" %)
1051 +
977 977  == Details and restrictions ==
978 978  
979 979  Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
... ... @@ -993,203 +993,169 @@
993 993  * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
994 994  * Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
995 995  
996 -{{warning}}
997 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.
998 -{{/warning}}
1071 +\\
999 999  
1000 -{{warning}}
1001 -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.
1002 -{{/warning}}
1003 1003  
1074 +
1075 +{{warning body="Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case."/}}
1076 +
1077 +{{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."/}}
1078 +
1079 +
1080 +
1081 +\\
1082 +
1083 +(% id="patching" %)
1084 +
1004 1004  == Patching ==
1005 1005  
1006 1006  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.
1007 1007  
1008 -{{code language="xml"}}
1009 - <cue [...] version="42">
1010 - <conditions> [...] </conditions>
1011 - <actions> [...] </actions>
1012 - <patch sinceversion="42">
1013 - [patch actions]
1014 - </patch>
1015 - </cue>
1016 -{{/code}}
1089 +{{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}}
1017 1017  
1018 -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.
1091 +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.
1019 1019  
1020 1020  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.
1021 1021  
1022 -{{info}}
1023 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."
1024 -{{/info}}
1095 +{{note body="The &lt;patch&gt; elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."/}}
1025 1025  
1097 +
1098 +
1099 +\\
1100 +
1101 +(% id="common-attribute-groups" %)
1102 +
1026 1026  = Common attribute groups =
1027 1027  
1028 1028  There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1029 1029  
1107 +\\
1108 +
1109 +(% id="categorybroken_macroanchorvalue-comparisons" %)
1110 +
1030 1030  == Value comparisons ==
1031 1031  
1032 1032  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
1033 1033  
1034 -{{code language="xml"}}
1035 - <check_value value="$ware == ware.silicon and $amount != 0"/>
1036 -{{/code}}
1115 +{{code}}&lt;check_value value=&quot;$ware == ware.silicon and $amount != 0&quot;/&gt;{{/code}}
1037 1037  
1038 1038  In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples:
1039 1039  
1040 -{{code language="xml"}}
1041 - <check_value value="FooCue.state" exact="cuestate.complete"/>
1042 - <check_value value="$foo.count" min="5"/>
1043 - <check_value value="$foo" max="player.age + 1min"/>
1044 - <check_value value="player.money" min="300Cr" max="600Cr"/>
1045 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/>
1046 - <check_value value="$attention" min="attention.visible"/>
1047 -{{/code}}
1119 +{{code}}&lt;check_value value=&quot;FooCue.state&quot; exact=&quot;cuestate.complete&quot;/&gt;&lt;check_value value=&quot;$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;$attention&quot; min=&quot;attention.visible&quot;/&gt;{{/code}}
1048 1048  
1049 -{{info}}
1050 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."
1051 -{{/info}}
1121 +{{note body="Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."/}}
1052 1052  
1123 +
1124 +
1125 +\\
1126 +
1127 +(% id="categorybroken_macroanchorrandom-ranges" %)
1128 +
1053 1053  == Random ranges ==
1054 1054  
1055 1055  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1056 1056  
1057 -{{code language="xml"}}
1058 - <set_value name="$race" exact="race.teladi"/>
1059 -{{/code}}
1133 +{{code}}&lt;set_value name=&quot;$race&quot; exact=&quot;race.teladi&quot;/&gt;{{/code}}
1060 1060  
1061 1061  To select a random element from a list, this syntax can be used:
1062 1062  
1063 -{{code language="xml"}}
1064 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/>
1065 -{{/code}}
1137 +{{code}}&lt;set_value name=&quot;$prime&quot; list=&quot;[2, 3, 5, 7, 11]&quot;/&gt;{{/code}}
1066 1066  
1067 1067  To get a random number within a given range, you can use min/max:
1068 1068  
1069 -{{code language="xml"}}
1070 - <set_value name="$foo" min="-20" max="20"/>
1071 - <set_value name="$timeout" max="20s"/>
1072 -{{/code}}
1141 +{{code}}&lt;set_value name=&quot;$foo&quot; min=&quot;-20&quot; max=&quot;20&quot;/&gt;&lt;set_value name=&quot;$timeout&quot; max=&quot;20s&quot;/&gt;{{/code}}
1073 1073  
1074 1074  min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max).
1075 1075  
1076 -You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1145 +You can select one of 5 different probability distribution profiles for the random range, ΓÇ£flatΓÇ¥ being the default (all values in the range are equally likely). If you select another profile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).
1077 1077  
1078 -{{code language="xml"}}
1079 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1080 -{{/code}}
1147 +{{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}}
1081 1081  
1149 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 
1150 +\\(% id="variables-and-namespaces" %)
1082 1082  
1083 1083  = Variables and namespaces =
1084 1084  
1085 1085  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).
1086 1086  
1156 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1157 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1158 +
1087 1087  == Creating and removing variables ==
1088 1088  
1089 -You can create variables with certain actions and conditions, such as the <set_value> action:
1161 +{{{You can create variables with certain actions and conditions, such as the &lt;set_value&gt; action:}}}
1090 1090  
1091 -{{code language="xml"}}
1092 - <set_value name="$foo" exact="$bar + 1" />
1093 -{{/code}}
1163 +{{code}} &lt;set_value name=&quot;$foo&quot; exact=&quot;$bar + 1&quot; /&gt;{{/code}}
1094 1094  
1095 -<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>.)
1165 +<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>.)
1096 1096  
1097 -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.
1167 +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.
1098 1098  
1099 -{{code language="xml"}}
1100 - <set_value name="$foo" operation="add" />
1101 -{{/code}}
1169 +{{code}}&lt;set_value name=&quot;$foo&quot; operation=&quot;add&quot; /&gt;{{/code}}
1102 1102  
1103 1103  The trick is that <set_value> not only works on variables, but also on list elements and table keys:
1104 1104  
1105 -{{code language="xml"}}
1106 - <set_value name="$list.{1}" exact="42" />
1107 - <set_value name="$table.$foo" exact="42" />
1108 -{{/code}}
1173 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; /&gt;&lt;set_value name=&quot;$table.$foo&quot; exact=&quot;42&quot; /&gt;{{/code}}\\
1109 1109  
1110 1110  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):
1111 1111  
1112 -{{code language="xml"}}
1113 - <set_value name="$list.{1}" exact="42" operation="insert" />
1114 -{{/code}}
1177 +{{code}}&lt;set_value name=&quot;$list.{1}&quot; exact=&quot;42&quot; operation=&quot;insert&quot; /&gt;{{/code}}
1115 1115  
1116 1116  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.
1117 1117  
1118 1118  Appending is easier than that. The following actions are equivalent:
1119 1119  
1120 -{{code language="xml"}}
1121 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" />
1122 - <append_to_list name="$list" exact="42" />
1123 -{{/code}}
1183 +{{code}}&lt;set_value name=&quot;$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}}
1124 1124  
1125 1125  Inserting at a position below 1 or above $list.count + 1 is not possible.
1126 1126  
1127 1127  To remove variables or list/table entries, use <remove_value>:
1128 1128  
1129 -{{code language="xml"}}
1130 - <remove_value name="$foo" />
1131 - <remove_value name="$list.{1}" />
1132 - <remove_value name="$table.$foo" />
1133 -{{/code}}
1189 +{{code}}&lt;remove_value name=&quot;$foo&quot; /&gt;&lt;remove_value name=&quot;$list.{1}&quot; /&gt;&lt;remove_value name=&quot;$table.$foo&quot; /&gt;{{/code}}\\
1134 1134  
1135 1135  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1136 1136  
1193 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1194 +\\\\\\(% id="accessing-remote-variables" %)
1137 1137  
1138 1138  == Accessing remote variables ==
1139 1139  
1140 1140  You can also read and write variables in other cues by using the variable name as property key:
1141 1141  
1142 -{{code language="xml"}}
1143 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" />
1144 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1145 -{{/code}}
1200 +{{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.$foo&quot; /&gt;{{/code}}
1146 1146  
1147 1147  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1148 1148  
1149 -{{code language="xml"}}
1150 - <set_value name="static.$counter" operation="add" />
1151 - <set_value name="parent.$foo" exact="42" />
1152 - <set_value name="this.$bar" exact="parent" />
1153 - <set_value name="$baz" exact="this.$bar.$foo" />
1154 -{{/code}}
1204 +{{code}}&lt;set_value name=&quot;static.$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.$foo&quot; /&gt;{{/code}}
1155 1155  
1206 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1207 +\\\\\\(% id="namespaces" %)
1208 +
1156 1156  == Namespaces ==
1157 1157  
1158 -In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
1211 +In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces.
1159 1159  
1160 1160  Consider this case:
1161 1161  
1162 -{{code language="xml"}}
1163 -<cue name="Root">
1164 - <actions>
1165 - <set_value name="$foo" />
1166 - </actions>
1167 - <cues>
1168 - <cue name="SubCue"> [...]
1169 - </cue>
1170 - </cues>
1171 -</cue>
1172 -{{/code}}
1215 +{{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}}
1173 1173  
1174 -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.
1217 +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.
1175 1175  
1176 -You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1219 +You can also use the keyword ΓÇ£**namespace**ΓÇ¥ in expressions to get the namespace cue.
1177 1177  
1178 -=== Defining a cue's namespace ===
1221 +(% id="defining-a-cues-namespace" %)
1179 1179  
1223 +=== Defining a cueΓÇÖs namespace ===
1224 +
1180 1180  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:
1181 1181  
1182 -* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo
1183 -* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1184 -* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1227 +* **this**: Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo
1228 +* **static**: Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo
1229 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥.
1185 1185  
1186 -{{warning}}
1187 -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:
1231 +(% style="color: rgb(0,0,255);text-decoration: none;" %)
1188 1188  
1189 -{{code language="xml"}}
1190 -<cue name="LibRef" ref="Lib">
1191 - <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace -->
1192 - <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) -->
1193 -</cue>
1194 -{{/code}}
1195 -{{/warning}}
1233 +
1234 +{{warning body="Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parentΓÇÖs namespace. Example:
1235 +
1236 +<code>&lt;cue name=&quot;LibRef&quot; ref=&quot;Lib&quot;&gt;  &lt;param name=&quot;Param1&quot; value=&quot;$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>"/}}
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