Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32970.1
edited by Owen Lake
on 2023/10/10 15:22
on 2023/10/10 15:22
Change comment:
There is no comment for this version
To version 32973.1
edited by Heinrich Unrau
on 2024/10/17 13:10
on 2024/10/17 13:10
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Owen1 +xwiki:XWiki.Heinrich - Content
-
... ... @@ -407,11 +407,11 @@ 407 407 408 408 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:** 409 409 410 -* {{code language="xml"}}0{{/code}} 411 -* {{code language="xml"}}0772{{/code}} 412 -* {{code language="xml"}}3.14159{{/code}} 413 -* {{code language="xml"}}5e12{{/code}} 414 -* {{code language="xml"}}0xCAFE{{/code}} 410 +* {{code language="xml"}}0{{/code}}(integer number) 411 +* {{code language="xml"}}0772{{/code}}(leading 0 means octal integer number) 412 +* {{code language="xml"}}3.14159{{/code}}(floating point number) 413 +* {{code language="xml"}}5e12{{/code}}(float in exponent notation, "times ten to the power of") 414 +* {{code language="xml"}}0xCAFE{{/code}}(hexadecimal integer number) 415 415 416 416 {{info}} 417 417 Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." ... ... @@ -420,7 +420,7 @@ 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 -* {{code language="xml"}}''{{/code}} 423 +* {{code language="xml"}}''{{/code}}(empty string) 424 424 * {{code language="xml"}}'String with a line break\n'{{/code}} 425 425 426 426 {{info}} ... ... @@ -432,12 +432,12 @@ 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: 434 434 435 -* {{code language="xml"}}5000000000L{{/code}} 436 -* {{code language="xml"}}1f{{/code}} 437 -* {{code language="xml"}}1000Cr{{/code}} 438 -* {{code language="xml"}}500m{{/code}} 439 -* {{code language="xml"}}10s{{/code}} 440 -* {{code language="xml"}}1h{{/code}} 435 +* {{code language="xml"}}5000000000L{{/code}}(large integer) 436 +* {{code language="xml"}}1f{{/code}}(floating point number, same as 1.0, just 1 would be an integer) 437 +* {{code language="xml"}}1000Cr{{/code}}(Money in Credits, converted to 100000 cents automatically) 438 +* {{code language="xml"}}500m{{/code}}(Length in metres) 439 +* {{code language="xml"}}10s{{/code}}(Time in seconds) 440 +* {{code language="xml"}}1h{{/code}}(Time in hours, which is converted to 3600s automatically) 441 441 442 442 A space between number and suffix is allowed. 443 443 ... ... @@ -518,21 +518,40 @@ 518 518 \\{{code language="xml"}}cos(pi){{/code}}| 519 519 {{code language="xml"}}0.5{{/code}} 520 520 \\{{code language="xml"}}-1.0{{/code}}|Cosine (function-style, parentheses required) 521 -|tan|unary|{{code language="xml"}}tan(-45deg){{/code}}((( 521 +|tan|unary| 522 +{{code language="xml"}}tan(-45deg){{/code}} 523 +\\{{code language="xml"}}tan(45deg){{/code}}| 524 +{{code language="xml"}}-1.0{{/code}} 525 +\\{{code language="xml"}}1.0{{/code}}|((( 526 +Tangent (function-style, parentheses required) 522 522 523 -{{code language="xml"}}tan(45deg){{/code}} 524 -)))|((( 525 -(% id="cke_bm_767206S" style="display:none" %) {{code language="xml"}}-1.0{{/code}} 528 +Available from X4 v7.0 529 +))) 530 +|asin|unary| 531 +{{code language="xml"}}asin(-0.5f){{/code}} 532 +\\{{code language="xml"}}asin(1){{/code}}| 533 +{{code language="xml"}}-0.523599rad{{/code}} 534 +\\{{code language="xml"}}1.5708rad{{/code}}|((( 535 +Inverse sine (function-style, parentheses required) 526 526 527 -{{code language="xml"}} 528 -1.0 529 -{{/code}} 530 -)))|Tangent (function-style, parentheses required) 531 -|asin|unary|{{code language="xml"}}asin(-0.5f){{/code}}{{code language="xml"}}asin(1){{/code}}|{{code language="xml"}}-0.523599rad{{/code}}((( 532 - 533 -))){{code language="xml" width="70"}}1.5708rad{{/code}}|Inverse sine (function-style, parentheses required) 534 -|acos|unary|{{code language="xml"}}acos(0.5f){{/code}}{{code language="xml"}}acos(1.0f){{/code}}|{{code language="xml"}}asin(2.0944rad){{/code}}{{code language="xml"}}0rad{{/code}}|Inverse cosine (function-style, parentheses required) 535 -|atan|unary| | |Inverse tangent (function-style, parentheses required) 537 +Available from X4 v7.0 538 +))) 539 +|acos|unary| 540 +{{code language="xml"}}acos(-0.5f){{/code}} 541 +\\{{code language="xml"}}acos(1.0f){{/code}}| 542 +{{code language="xml"}}2.0944rad{{/code}} 543 +\\{{code language="xml"}}0rad{{/code}}|((( 544 +Inverse cosine (function-style, parentheses required) 545 + 546 +Available from X4 v7.0 547 +))) 548 +|atan|unary| 549 +{{code language="xml"}}atan(1.0f){{/code}}| 550 +{{code language="xml"}}0.785398rad{{/code}}|((( 551 +Inverse tangent (function-style, parentheses required) 552 + 553 +Available from X4 v7.0 554 +))) 536 536 |sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 537 537 |exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 538 538 |log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) ... ... @@ -611,8 +611,8 @@ 611 611 612 612 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: 613 613 614 -* {{code language="xml"}}(1 + 1)f{{/code}} 615 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}} 633 +* {{code language="xml"}}(1 + 1)f{{/code}}⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 634 +* {{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}} 616 616 617 617 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.) 618 618 ... ... @@ -620,8 +620,8 @@ 620 620 621 621 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: 622 622 623 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} 624 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} 642 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}}⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 643 +* {{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}} 625 625 626 626 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 627 627 ... ... @@ -653,9 +653,9 @@ 653 653 \\**[New as of X Rebirth 4.0]** 654 654 \\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 655 655 656 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} 657 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} 658 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} 675 +* {{code language="xml"}}'%,s'.[12345678]{{/code}}⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 676 +* {{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) 677 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}}⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 659 659 660 660 Additional remarks: 661 661 ... ... @@ -700,13 +700,13 @@ 700 700 701 701 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 702 702 703 -* {{code language="xml"}}table[]{{/code}} 704 -* {{code language="xml"}}table[{0} = null]{{/code}} 722 +* {{code language="xml"}}table[]{{/code}}⟹ creates an empty table 723 +* {{code language="xml"}}table[{0} = null]{{/code}}⟹ creates a table that maps the number 0 to null 705 705 706 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} 707 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} 708 -* {{code language="xml"}}table[foo = 'bar']{{/code}} 709 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} 725 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}}⟹ a table that maps the string '$foo' to the string 'bar' 726 +* {{code language="xml"}}table[$foo = 'bar']{{/code}}⟹ exactly the same, just a shorter notation for string keys 727 +* {{code language="xml"}}table[foo = 'bar']{{/code}}⟹ error, 'foo' does not start with a '$' 728 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}}⟹ a table that maps 1 to an empty list and 2 to an empty table 710 710 711 711 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 712 712 ... ... @@ -727,10 +727,10 @@ 727 727 728 728 You can look up a property by appending a dot and the key in curly braces: 729 729 730 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} 731 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} 732 -* {{code language="xml"}}[].{'count'}{{/code}} 733 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} 749 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}}⟹ 100 (reading the first element) 750 +* {{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) 751 +* {{code language="xml"}}[].{'count'}{{/code}}⟹ 0 752 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}}⟹ 42 734 734 735 735 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 736 736 ... ... @@ -754,19 +754,19 @@ 754 754 755 755 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 756 756 757 -* {{code language="xml"}}[1, 6, 8].min{{/code}} 776 +* {{code language="xml"}}[1, 6, 8].min{{/code}}⟹ 1 758 758 759 759 **average'** returns the average (but all element types have to be compatible) 760 760 761 -* {{code language="xml"}}[1, 6, 8].average{{/code}} 780 +* {{code language="xml"}}[1, 6, 8].average{{/code}}⟹ 5 762 762 763 763 **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 764 764 765 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} 784 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}}⟹ 3 766 766 767 767 **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) 768 768 769 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} 788 +* {{code language="xml"}}[1, 6, 8].clone{{/code}}⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 770 770 771 771 A table has different properties: 772 772 ... ... @@ -790,20 +790,20 @@ 790 790 791 791 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: 792 792 793 -* {{code language="xml"}}$list.{5}{{/code}} 794 -* {{code language="xml"}}$list.{5}?{{/code}} 795 -* {{code language="xml"}}$table.$key?{{/code}} 812 +* {{code language="xml"}}$list.{5}{{/code}}⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 813 +* {{code language="xml"}}$list.{5}?{{/code}}⟹ true if $list exists and has the property 5, false otherwise 814 +* {{code language="xml"}}$table.$key?{{/code}}⟹ Analogously, true if $table exists and has the string property '$key' 796 796 797 797 The question mark can even be applied to variables: 798 798 799 -* {{code language="xml"}}$list{{/code}} 800 -* {{code language="xml"}}$list?{{/code}} 818 +* {{code language="xml"}}$list{{/code}}⟹ The value stored under the name $list, or an error if there is no such variable 819 +* {{code language="xml"}}$list?{{/code}}⟹ true if the variable exists, false otherwise 801 801 802 802 To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 803 803 804 -* {{code language="xml"}}@$list.{5}{{/code}} 805 -* {{code language="xml"}}@$list{{/code}} 806 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} 823 +* {{code language="xml"}}@$list.{5}{{/code}}⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 824 +* {{code language="xml"}}@$list{{/code}}⟹ The list if this variable exists, null otherwise 825 +* {{code language="xml"}}@$list.{5}.{1}{{/code}}⟹ The first element of the fifth element of $list, if it exists, null otherwise 807 807 808 808 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 809 809 ... ... @@ -911,10 +911,10 @@ 911 911 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>||anchor="HStringsandformatting" style="outline-width: 0px !important; user-select: auto !important;"]] for numbers. 912 912 913 913 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 914 -* {{code language="xml"}}$money.formatted.default{{/code}} 933 +* {{code language="xml"}}$money.formatted.default{{/code}}(using default format string '%s') 915 915 916 916 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 917 -* {{code language="xml"}}$time.formatted.default{{/code}} 936 +* {{code language="xml"}}$time.formatted.default{{/code}}(using default format string '%T') 918 918 919 919 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 920 920 ... ... @@ -948,10 +948,10 @@ 948 948 949 949 Examples: 950 950 951 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} 952 -* {{code language="xml"}}(151s).formatted.default{{/code}} 953 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} 954 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} 970 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} 971 +* {{code language="xml"}}(151s).formatted.default{{/code}}⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 972 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}}⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 973 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}}⟹ {{code language="xml"}}'0:02'{{/code}} 955 955 956 956 === Complete property documentation === 957 957 ... ... @@ -963,7 +963,7 @@ 963 963 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: 964 964 965 965 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 966 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files --985 +* Chrome: The Chrome launcher has to be started with the command-line parameter --~-~---allow-file-access-from-files 967 967 {{/info}} 968 968 969 969 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: ... ... @@ -988,6 +988,31 @@ 988 988 989 989 * MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 990 990 * If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1010 +** (!) Pitfall: Cue Removal 1011 +If you remove a cue and then later add another cue with the same name, old save files will not know that the cue has been removed inbetween. In the following example the first cue was created setting $val_1 and the game is saved. 1012 +{{code language="xml"}}<cue name="Deprecated_Test1" namespace="this"> 1013 + <actions> 1014 + <set_value name="$val_1" exact="'old value'"/> 1015 + <debug_text text="$val_1"/> 1016 + </actions> 1017 +</cue>{{/code}} 1018 +\\If the Cue is deleted and years later a new cue with the same name appears, the old save will consider the new cue as already completed without executing its actions. The Cue PrintValue will fail to find a variable set up in its parent. 1019 +{{code language="xml"}}<cue name="Deprecated_Test1" namespace="this"> 1020 + <actions> 1021 + <set_value name="$val_2" exact="'new value'"/> 1022 + <debug_text text="$val_2"/> 1023 + </actions> 1024 + <cues> 1025 + <cue name="PrintValue"> 1026 + <actions> 1027 + <debug_text text="parent.$val_2"/> 1028 + </actions> 1029 + </cue> 1030 + </cues> 1031 +</cue>{{/code}} 1032 +\\To avoid this, do not delete any cues (once they are public for save game compatibility), but empty them out and mark them as deprecated. This will prevent new cues with the same name in the script. 1033 +{{code language="xml"}}<!-- Deprecated Cues, kept to not duplicate names in future cues --> 1034 +<cue name="Deprecated_Test1" comment="deprecated"></cue>{{/code}} 991 991 * As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 992 992 * You CANNOT change a <cue> to a <library> or vice versa. 993 993 * You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.)