Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
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edited by Daniel Turner
on 2023/09/19 13:07
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edited by Daniel Turner
on 2023/08/22 18:57
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... ... @@ -1,13 +1,12 @@ 1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 -An introduction to the original MD can be found in the 3 +An introduction to the original MD can be found in the[[(% &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 +{{info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}} 10 10 9 +(% id="md-scripts" %) 11 11 12 12 {{toc/}} 13 13 ... ... @@ -17,12 +17,12 @@ 17 17 18 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. 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 [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 21 21 22 22 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 23 23 24 24 {{info}} 25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[ Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]).24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 26 26 27 27 To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 28 28 {{/info}} ... ... @@ -33,19 +33,15 @@ 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 language="xml"}}-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 language="xml"}}-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 ... ... @@ -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 +{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}} 90 + 94 94 This is how a cue node looks like: 95 95 96 96 {{code language="xml"}} ... ... @@ -153,11 +153,13 @@ 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 "//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).\\ 157 157 155 + 156 + 158 158 * 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. 159 159 160 -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 -for root cues that happens at game start, otherwise after the parent cue becomes active).159 +Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 161 161 162 162 Examples: 163 163 ... ... @@ -181,10 +181,11 @@ 181 181 182 182 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 183 183 183 + 184 + 184 184 {{info}} 185 185 **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}} 187 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 188 188 189 189 == Actions == 190 190 ... ... @@ -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>>doc:||anchor="HScriptdebugoutput"]] 221 -{{/info}} 222 222 223 -Script debug output 224 224 221 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}} 222 + 223 + 224 + 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. ... ... @@ -234,11 +234,10 @@ 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}} 237 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 240 240 241 241 240 + 242 242 Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 243 243 244 244 {{code language="xml"}} ... ... @@ -288,10 +288,11 @@ 288 288 </library> 289 289 {{/code}} 290 290 291 -{{warning}} 292 -These examples are definitely **__not__ **examples of good scripting style. 293 -{{/warning}} 294 294 291 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 292 + 293 + 294 + 295 295 So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 296 296 297 297 Notes: ... ... @@ -298,7 +298,7 @@ 298 298 299 299 * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 300 300 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 301 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 301 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 302 302 303 303 == Library Parameters == 304 304 ... ... @@ -326,7 +326,7 @@ 326 326 </cue> 327 327 {{/code}} 328 328 329 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a '$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.329 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created. 330 330 331 331 {{code language="xml"}} 332 332 <library name="Lib"> ... ... @@ -343,7 +343,7 @@ 343 343 344 344 = Instantiation = 345 345 346 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** Â(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 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 347 347 \\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 348 348 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 349 349 ... ... @@ -351,16 +351,16 @@ 351 351 352 352 Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 353 353 354 -{{info}} 355 -<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. 356 -{{/info}} 354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}} 357 357 358 358 == Access to instances == 359 359 360 -{{info}} 361 -This sub-section requires basic knowledge of script expressions. 362 -{{/info}} 363 363 359 + 360 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 361 + 362 + 363 + 364 364 In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 365 365 366 366 When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one. ... ... @@ -369,7 +369,7 @@ 369 369 370 370 Example chart: 371 371 372 -[[~[~[image:Mission 372 +[[~[~[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]]\\ 373 373 374 374 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. 375 375 ... ... @@ -394,11 +394,15 @@ 394 394 395 395 Some additional common pitfalls with respect to instantiation are listed here. There may be more. 396 396 397 -* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword: 397 +* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 398 398 399 -{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}} 399 +{{code language="xml"}} 400 + <debug_text text="static.$foo"/> 401 +{{/code}} 400 400 It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 401 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 403 +{{code language="xml"}} 404 +<set_value name="$foo" exact="static.$foo"/> 405 +{{/code}} 402 402 403 403 * **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. 404 404 * **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. ... ... @@ -413,10 +413,12 @@ 413 413 * {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 414 414 * {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 415 415 416 -{{info}} 417 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 418 -{{/info}} 419 419 421 + 422 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}} 423 + 424 + 425 + 420 420 You can write string literals by putting the string in single quotes: 421 421 422 422 * {{code language="xml"}}'Hello world'{{/code}} ... ... @@ -423,11 +423,10 @@ 423 423 * {{code language="xml"}}''{{/code}} (empty string) 424 424 * {{code language="xml"}}'String with a line break\n'{{/code}} 425 425 426 -{{info}} 427 -Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and ''' 428 -''' for the backslash itself. 429 -{{/info}} 430 430 433 + 434 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}} 435 + 431 431 == Numeric data types and suffixes == 432 432 433 433 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: ... ... @@ -478,9 +478,7 @@ 478 478 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 479 479 ))) 480 480 481 -{{info}} 482 -All unit data types are floating point types, except for money, which is an integer data type. 483 -{{/info}} 486 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 484 484 485 485 == Operators == 486 486 ... ... @@ -494,10 +494,10 @@ 494 494 |true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 495 495 |pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg) 496 496 |()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 497 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>> doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values498 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>> doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values500 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 501 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 499 499 |{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 500 -\\(Note: Braces are also used for [[property lookups>> doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]])503 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 501 501 |+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 502 502 |-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 503 503 |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 ... ... @@ -507,7 +507,7 @@ 507 507 \\{{code language="xml"}}typeof 'Hello world'{{/code}}| 508 508 {{code language="xml"}}datatype.null{{/code}} 509 509 \\{{code language="xml"}}datatype.integer{{/code}} 510 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>> ||anchor="typeof" style="outline-width: 0px !important; user-select: auto !important;"]]513 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 511 511 |sin|unary| 512 512 {{code language="xml"}}sin(30deg){{/code}} 513 513 \\{{code language="xml"}}sin(pi){{/code}}| ... ... @@ -537,24 +537,24 @@ 537 537 lt 538 538 \\< (<)|binary| 539 539 {{code language="xml"}}1 lt 3{{/code}} 540 -\\{{code language="xml"}}1 <3{{/code}}|{{code language="xml"}}true{{/code}}|Less than543 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than 541 541 | 542 542 le 543 543 \\<=|binary| 544 544 {{code language="xml"}}1 le 3{{/code}} 545 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to548 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to 546 546 | 547 547 gt 548 548 \\> (>)|binary| 549 549 {{code language="xml"}}1 gt 3{{/code}} 550 -\\{{code language="xml"}}1 >3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than553 +\\{{code language="xml"}}1 > 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than 551 551 | 552 552 ge 553 553 \\>=|binary| 554 554 {{code language="xml"}}1 ge 3{{/code}} 555 -\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to558 +\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 556 556 |((( 557 - 560 += = 558 558 )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 559 559 |~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 560 560 |and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) ... ... @@ -566,8 +566,10 @@ 566 566 \\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 567 567 {{code language="xml"}}null{{/code}} 568 568 \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 569 -))) 570 570 573 +)))(% id="operator-precedence-rules" %) 574 +(%%) 575 + 571 571 === Operator precedence rules === 572 572 573 573 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. ... ... @@ -582,6 +582,8 @@ 582 582 * or 583 583 * if/then/else (lowest precedence) 584 584 590 +(% id="type-conversion" %) 591 + 585 585 === Type conversion === 586 586 587 587 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: ... ... @@ -610,6 +610,7 @@ 610 610 611 611 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 612 612 620 +(% id="boolean-operators" %) 613 613 614 614 === Boolean operators === 615 615 ... ... @@ -621,18 +621,23 @@ 621 621 * "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 622 622 ** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 623 623 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 624 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>d oc:||anchor="HValuecomparisons"]] with additional XML attributes can be more readable.632 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 625 625 626 -== (% id="categorybroken_macroanchorstrings-and-formatting" %)Strings and formatting(%%) == 627 627 635 + 636 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 637 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 638 + 639 +{{{==}}} 640 + 628 628 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 629 629 630 630 * {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 631 631 * {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 632 632 633 -See also the section about [[value properties>> doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]].646 +See also the section about [[value properties>>MediaWiki.NULL]]. 634 634 635 -Instead of '%1 %2 %3', you can also use'%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'.648 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 636 636 \\To get a percent character in the result string, use '%%' in the format string. 637 637 \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 638 638 \\**[New as of X Rebirth 4.0]** ... ... @@ -648,53 +648,72 @@ 648 648 * If "," is used without "." then any fractional digits are discarded. 649 649 * "." 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). 650 650 651 -{{info}} 652 -There are also special methods to [[format money values and time values>>doc:||anchor="HMoneyandtimeformatting" style="outline-width: 0px !important; user-select: auto !important;"]] using the "formatted" property. 653 -{{/info}} 654 654 665 + 666 +{{info}}There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.{{/info}} 667 + 668 + 669 + 670 +\\ 671 + 672 +(% id="categorybroken_macroanchorlists" %) 673 + 655 655 == Lists == 656 656 657 -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>>d oc:||anchor="HOperators"]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]].676 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 658 658 659 -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>>d oc:||anchor="HValueproperties"]]. Lists can be empty, these are written as "[ ]".678 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]". 660 660 661 -{{info}} 662 -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." 663 -{{/info}} 680 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}} 664 664 682 + 683 + 665 665 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. 666 666 667 -{{info}} 668 -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. 686 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 669 669 670 670 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 671 671 672 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 673 -{{/info}} 690 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}} 674 674 692 + 693 + 694 +\\ 695 + 675 675 (% id="categorybroken_macroanchortables" %) 697 + 676 676 == Tables == 677 677 678 -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>> doc:||anchor="HOperators" style="outline-width: 0px !important; user-select: auto !important;"]]. See the section about [[value properties>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]] for how to access the contents of a table. [[Creating and removing entries>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]] 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.700 +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.\\ 679 679 680 680 Almost all values are allowed as table keys, but there are a few exceptions: 681 681 682 682 * Strings must start with '$', like variables 683 683 * null cannot be used as table key (but the number 0 is valid) 684 -* Lists, tables, groups and buildplans cannot be used as table keys 706 +* Lists, tables, groups and buildplans cannot be used as table keys\\ 685 685 708 + 709 + 686 686 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 687 687 688 688 * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 689 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 713 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 690 690 715 + 716 + 691 691 * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 692 692 * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 693 693 * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 694 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 720 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 695 695 696 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 697 697 723 + 724 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 725 + 726 +\\ 727 + 728 +(% id="categorybroken_macroanchorvalue-properties" %) 729 + 698 698 == Value properties == 699 699 700 700 Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. ... ... @@ -715,22 +715,28 @@ 715 715 * {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 716 716 * {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 717 717 * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 718 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 750 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 719 719 752 + 753 + 720 720 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 721 721 722 722 * {{code language="xml"}}[42].{'count'}{{/code}} 723 723 * {{code language="xml"}}$ship.{'name'}{{/code}} 724 724 * {{code language="xml"}}$ship.{'class'}{{/code}} 725 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\ 726 726 761 + 762 + 727 727 But it is easier just to write the property key without braces, which is equivalent: 728 728 729 729 * {{code language="xml"}}[0].count{{/code}} 730 730 * {{code language="xml"}}$ship.name{{/code}} 731 731 * {{code language="xml"}}$ship.class{{/code}} 732 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 768 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\ 733 733 770 + 771 + 734 734 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 735 735 736 736 A list has even more properties: ... ... @@ -758,27 +758,36 @@ 758 758 * '**clone'** creates a shallow copy of the table 759 759 * '**keys'** allows you to access data about the table's keys 760 760 761 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 799 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 762 762 763 763 764 764 765 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 803 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 766 766 805 + 806 + 767 767 * {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 768 768 * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 769 769 770 -{{info}} 771 -The string formatting syntax that you have seen [[above>>doc:||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] 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'.{[...]}. 772 -{{/info}} 773 773 774 -=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 775 775 812 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 813 + 814 + 815 + 816 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 817 + 818 + 819 +{{{===}}} 820 + 776 776 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: 777 777 778 778 * {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 779 779 * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 780 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 825 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 781 781 827 + 828 + 782 782 The question mark can even be applied to variables: 783 783 784 784 * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable ... ... @@ -792,6 +792,10 @@ 792 792 793 793 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. 794 794 842 +\\ 843 + 844 +(% id="static-lookups" %) 845 + 795 795 === Static lookups === 796 796 797 797 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. ... ... @@ -800,6 +800,10 @@ 800 800 801 801 (% style="margin-left: 0.0px;" %) 802 802 ((( 854 +\\ 855 + 856 + 857 + 803 803 |Data type (= value name)|Examples|Description 804 804 |class| 805 805 class.ship ... ... @@ -820,11 +820,11 @@ 820 820 |profile| 821 821 profile.flat 822 822 \\profile.increasing 823 -\\profile.bell|Probability distribution profile (see [[random ranges>> doc:||anchor="HRandomranges" style="outline-width: 0px !important; user-select: auto !important;"]])878 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 824 824 |cuestate| 825 825 cuestate.waiting 826 826 \\cuestate.active 827 -\\cuestate.complete|[[Cue states>> ||anchor="HCues" style="outline-width: 0px !important; user-select: auto !important;"]]882 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 828 828 |level| 829 829 level.easy 830 830 \\level.medium ... ... @@ -844,22 +844,22 @@ 844 844 \\faction.argongovernment|Factions 845 845 ))) 846 846 847 -{{id name ="typeof"/}}902 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 848 848 849 -{{info}} 850 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 851 - 852 852 <code>typeof $value == datatype.faction</code> 853 853 854 854 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: 855 855 856 -<code>(typeof $value).isstring</code>" 857 -{{/info}} 908 +<code>(typeof $value).isstring</code>"{{/info}} 858 858 859 -{{info}} 860 -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." 861 -{{/info}} 910 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}} 862 862 912 +\\ 913 + 914 + 915 + 916 +(% id="player-properties" %) 917 + 863 863 === Player properties === 864 864 865 865 You can access many player-related game properties via the keyword "player": ... ... @@ -867,15 +867,20 @@ 867 867 * player.**name**: The player's name 868 868 * player.**age**: The passed in-game time since game start 869 869 * player.**money**: The money in the player's account 870 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 925 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 871 871 927 + 928 + 872 872 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 873 -* player.**entity**: The actual player object 930 +* player.**entity**: The actual player object\\ 874 874 932 + 933 + 875 875 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 876 876 * player.**copilot**: The co-pilot NPC 877 877 878 878 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. 938 +\\(% id="safe-properties" %) 879 879 880 880 === Safe properties === 881 881 ... ... @@ -890,21 +890,28 @@ 890 890 891 891 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. 892 892 893 - ===(% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===953 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 894 894 955 + 956 +{{{===}}} 957 + 895 895 **[New as of X Rebirth 4.0]** 896 -\\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>> ||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers.959 +\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 897 897 898 898 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 899 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 962 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\ 900 900 964 + 965 + 901 901 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 902 902 * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 903 903 904 904 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 905 905 906 -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: 971 +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:\\ 907 907 973 + 974 + 908 908 |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.) 909 909 |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'. 910 910 |.|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) ... ... @@ -919,10 +919,14 @@ 919 919 * %G: Credits (truncated) in Giga format 920 920 * %T: Credits (truncated) in Tera format 921 921 * %Cr: Localised "Cr" string 922 -* %%: A % sign 989 +* %%: A % sign\\ 923 923 924 -Examples: 925 925 992 + 993 +Examples:\\ 994 + 995 + 996 + 926 926 * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 927 927 * {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 928 928 * {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} ... ... @@ -929,7 +929,7 @@ 929 929 * {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 930 930 * {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 931 931 932 -For documentation of time format strings, see the Lua function ConvertTimeString() in the [[ Lua function overview>>doc:X RebirthWiki.Modding.UI.Lua.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]].1003 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 933 933 934 934 Examples: 935 935 ... ... @@ -938,19 +938,23 @@ 938 938 * {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 939 939 * {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 940 940 1012 +(% id="complete-property-documentation" %) 1013 + 941 941 === Complete property documentation === 942 942 943 943 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. 944 944 945 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1018 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 946 946 947 -{{info}} 948 -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: 949 949 1021 + 1022 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1023 + 950 950 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 951 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 952 -{{/info}} 1025 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 953 953 1027 + 1028 + 954 954 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: 955 955 956 956 * Enter the beginning of a base keyword ... ... @@ -959,14 +959,26 @@ 959 959 * After the dot, you can enter a property name 960 960 * You can also enter a dot (".") as first character to search globally for a property 961 961 962 -{{info}} 963 -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. 964 -{{/info}} 1037 +\\ 965 965 1039 + 1040 + 1041 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}} 1042 + 1043 + 1044 + 1045 +\\ 1046 + 1047 +(% id="md-refreshing-and-patching" %) 1048 + 966 966 = MD refreshing and patching = 967 967 968 968 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. 969 969 1053 +\\ 1054 + 1055 +(% id="details-and-restrictions" %) 1056 + 970 970 == Details and restrictions == 971 971 972 972 Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: ... ... @@ -986,164 +986,139 @@ 986 986 * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 987 987 * Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 988 988 989 -{{warning}} 990 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 991 -{{/warning}} 1076 +\\ 992 992 993 -{{warning}} 994 -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. 995 -{{/warning}} 996 996 1079 + 1080 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1081 + 1082 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}} 1083 + 1084 + 1085 + 1086 +\\ 1087 + 1088 +(% id="patching" %) 1089 + 997 997 == Patching == 998 998 999 999 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. 1000 1000 1001 -{{code language="xml"}} 1002 - <cue [...] version="42"> 1003 - <conditions> [...] </conditions> 1004 - <actions> [...] </actions> 1005 - <patch sinceversion="42"> 1006 - [patch actions] 1007 - </patch> 1008 - </cue> 1009 -{{/code}} 1094 +{{code language="xml"}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1010 1010 1011 1011 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. 1012 1012 1013 1013 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. 1014 1014 1015 -{{info}} 1016 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1017 -{{/info}} 1100 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1018 1018 1102 + 1103 + 1104 +\\ 1105 + 1106 +(% id="common-attribute-groups" %) 1107 + 1019 1019 = Common attribute groups = 1020 1020 1021 1021 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1022 1022 1112 +\\ 1113 + 1114 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1115 + 1023 1023 == Value comparisons == 1024 1024 1025 1025 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1026 1026 1027 -{{code language="xml"}} 1028 - <check_value value="$ware == ware.silicon and $amount != 0"/> 1029 -{{/code}} 1120 +{{code language="xml"}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1030 1030 1031 1031 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1032 1032 1033 -{{code language="xml"}} 1034 - <check_value value="FooCue.state" exact="cuestate.complete"/> 1035 - <check_value value="$foo.count" min="5"/> 1036 - <check_value value="$foo" max="player.age + 1min"/> 1037 - <check_value value="player.money" min="300Cr" max="600Cr"/> 1038 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1039 - <check_value value="$attention" min="attention.visible"/> 1040 -{{/code}} 1124 +{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}} 1041 1041 1042 -{{info}} 1043 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1044 -{{/info}} 1126 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1045 1045 1128 + 1129 + 1130 +\\ 1131 + 1046 1046 == Random ranges == 1047 1047 1048 1048 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1049 1049 1050 -{{code language="xml"}} 1051 - <set_value name="$race" exact="race.teladi"/> 1052 -{{/code}} 1136 +{{code language="xml"}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1053 1053 1054 1054 To select a random element from a list, this syntax can be used: 1055 1055 1056 -{{code language="xml"}} 1057 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1058 -{{/code}} 1140 +{{code language="xml"}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1059 1059 1060 1060 To get a random number within a given range, you can use min/max: 1061 1061 1062 -{{code language="xml"}} 1063 - <set_value name="$foo" min="-20" max="20"/> 1064 - <set_value name="$timeout" max="20s"/> 1065 -{{/code}} 1144 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1066 1066 1067 1067 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1068 1068 1069 1069 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1070 1070 1071 -{{code language="xml"}} 1072 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1073 -{{/code}} 1150 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1074 1074 1152 +\\(% id="variables-and-namespaces" %) 1153 + 1075 1075 = Variables and namespaces = 1076 1076 1077 1077 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). 1078 1078 1158 + 1159 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1160 + 1079 1079 == Creating and removing variables == 1080 1080 1081 1081 You can create variables with certain actions and conditions, such as the <set_value> action: 1082 1082 1083 -{{code language="xml"}} 1084 - <set_value name="$foo" exact="$bar + 1" /> 1085 -{{/code}} 1165 +{{code language="xml"}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1086 1086 1087 1087 <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>.) 1088 1088 1089 1089 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. 1090 1090 1091 -{{code language="xml"}} 1092 - <set_value name="$foo" operation="add" /> 1093 -{{/code}} 1171 +{{code language="xml"}}<set_value name="$foo" operation="add" />{{/code}} 1094 1094 1095 1095 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1096 1096 1097 -{{code language="xml"}} 1098 - <set_value name="$list.{1}" exact="42" /> 1099 - <set_value name="$table.$foo" exact="42" /> 1100 -{{/code}} 1175 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1101 1101 1102 1102 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): 1103 1103 1104 -{{code language="xml"}} 1105 - <set_value name="$list.{1}" exact="42" operation="insert" /> 1106 -{{/code}} 1179 +{{code language="xml"}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1107 1107 1108 1108 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. 1109 1109 1110 1110 Appending is easier than that. The following actions are equivalent: 1111 1111 1112 -{{code language="xml"}} 1113 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1114 - <append_to_list name="$list" exact="42" /> 1115 -{{/code}} 1185 +{{code language="xml"}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1116 1116 1117 1117 Inserting at a position below 1 or above $list.count + 1 is not possible. 1118 1118 1119 1119 To remove variables or list/table entries, use <remove_value>: 1120 1120 1121 -{{code language="xml"}} 1122 - <remove_value name="$foo" /> 1123 - <remove_value name="$list.{1}" /> 1124 - <remove_value name="$table.$foo" /> 1125 -{{/code}} 1191 +{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1126 1126 1127 1127 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1128 1128 1195 +\\\\\\(% id="accessing-remote-variables" %) 1196 + 1129 1129 == Accessing remote variables == 1130 1130 1131 1131 You can also read and write variables in other cues by using the variable name as property key: 1132 1132 1133 -{{code language="xml"}} 1134 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1135 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1136 -{{/code}} 1201 +{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1137 1137 1138 1138 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1139 1139 1140 -{{code language="xml"}} 1141 - <set_value name="static.$counter" operation="add" /> 1142 - <set_value name="parent.$foo" exact="42" /> 1143 - <set_value name="this.$bar" exact="parent" /> 1144 - <set_value name="$baz" exact="this.$bar.$foo" /> 1145 -{{/code}} 1205 +{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1146 1146 1207 +\\\\\\(% id="namespaces" %) 1208 + 1147 1147 == Namespaces == 1148 1148 1149 1149 In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. ... ... @@ -1150,22 +1150,14 @@ 1150 1150 1151 1151 Consider this case: 1152 1152 1153 -{{code language="xml"}} 1154 -<cue name="Root"> 1155 - <actions> 1156 - <set_value name="$foo" /> 1157 - </actions> 1158 - <cues> 1159 - <cue name="SubCue"> [...] 1160 - </cue> 1161 - </cues> 1162 -</cue> 1163 -{{/code}} 1215 +{{code language="xml"}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1164 1164 1165 1165 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. 1166 1166 1167 1167 You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1168 1168 1221 +(% id="defining-a-cues-namespace" %) 1222 + 1169 1169 === Defining a cue's namespace === 1170 1170 1171 1171 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: ... ... @@ -1174,13 +1174,7 @@ 1174 1174 * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1175 1175 * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1176 1176 1177 -{{warning}} 1178 -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: 1179 1179 1180 -{{code language="xml"}} 1181 -<cue name="LibRef" ref="Lib"> 1182 - <param name="Param1" value="$foo" ></param> <!-- $foo from parent namespace --> 1183 - <param name="Param2" value="namespace.$foo" ></param> <!-- LibRef.$foo (error) --> 1184 -</cue> 1185 -{{/code}} 1186 -{{/warning}} 1232 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1233 + 1234 +<code language="xml"><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}
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