Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32970.2
edited by Owen Lake
on 2023/10/10 15:34
on 2023/10/10 15:34
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To version 32943.1
edited by Daniel Turner
on 2023/08/22 17:26
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... ... @@ -1,1 +1,1 @@ 1 -Mission Director Guide 1 +X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide - Parent
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... ... @@ -1,1 +1,0 @@ 1 -X Rebirth Wiki.Modding support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Owen1 +xwiki:XWiki.Daniel - Content
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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[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](%%). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 7 -{{info}} 8 -The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 9 -{{/info}} 7 +{{{The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.}}} 10 10 9 +(% id="md-scripts" %) 11 11 12 12 {{toc/}} 13 13 ... ... @@ -15,14 +15,14 @@ 15 15 16 16 MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 17 17 18 -MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.17 +MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, 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 [[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 21 21 22 22 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 23 23 24 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}}-logfile debuglog.txt{{/code}} 39 39 40 40 All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 41 41 42 -{{code language="xml"}} 43 --debug scripts 44 -{{/code}} 39 +{{code}}-debug scripts{{/code}} 45 45 46 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 41 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\ 47 47 48 -The script action <debug_text> can be used to print debug messages from within a script. 43 +The script action <debug_text> can be used to print debug messages from within a script.\\ 49 49 50 50 = MD script structure = 51 51 ... ... @@ -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 ... ... @@ -181,11 +181,10 @@ 181 181 182 182 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 183 183 184 -{{info}} 185 -**Reminder** 186 -When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly. 187 -{{/info}} 188 188 184 + 185 +{{info}}Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 186 + 189 189 == Actions == 190 190 191 191 The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: ... ... @@ -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 224 224 219 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}} 220 + 221 + 222 + 225 225 Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 226 226 227 227 Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. ... ... @@ -234,11 +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}} 235 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 240 240 241 241 238 + 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}} 294 294 289 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 290 + 291 + 292 + 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. 299 +** 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 $baz would be created.327 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' 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"> ... ... @@ -343,8 +343,8 @@ 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.**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. 344 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is (% style="color: rgb(0,0,0);text-decoration: underline;" %)not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 345 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should (% style="color: rgb(0,0,0);text-decoration: underline;" %)not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 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. 349 349 350 350 == Cleaning up instances explicitly == ... ... @@ -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}} 352 +{{info body="<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."/}} 357 357 358 358 == Access to instances == 359 359 360 -{{info}} 361 -This sub-section requires basic knowledge of script expressions. 362 -{{/info}} 363 363 357 + 358 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 359 + 360 + 361 + 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 370 +[[~[~[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 +394,11 @@ 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: 395 +* **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}}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}}397 +{{code}}<debug_text text="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 398 +\\It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 399 +\\{{code}}<set_value name="$foo" exact="static.$foo"/>{{/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. ... ... @@ -407,37 +407,38 @@ 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}} (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)408 +* {{code}}0{{/code}} (integer number) 409 +* {{code}}0772{{/code}} (leading 0 means octal integer number) 410 +* {{code}}3.14159{{/code}} (floating point number) 411 +* {{code}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 412 +* {{code}}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}} 419 419 415 + 416 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{info}} 417 + 418 + 419 + 420 420 You can write string literals by putting the string in single quotes: 421 421 422 -* {{code language="xml"}}'Hello world'{{/code}}423 -* {{code language="xml"}}''{{/code}} (empty string)424 -* {{code language="xml"}}'String with a line break\n'{{/code}}422 +* {{code}}'Hello world'{{/code}} 423 +* {{code}}''{{/code}} (empty string) 424 +* {{code}}'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}} 430 430 427 + 428 +{{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}} 429 + 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: 434 434 435 -* {{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)434 +* {{code}}5000000000L{{/code}} (large integer) 435 +* {{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 436 +* {{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 437 +* {{code}}500m{{/code}} (Length in metres) 438 +* {{code}}10s{{/code}} (Time in seconds) 439 +* {{code}}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 ... ... @@ -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}} 480 +{{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 ... ... @@ -489,101 +489,87 @@ 489 489 (% style="margin-left: 0.0px;" %) 490 490 ((( 491 491 |Operator / Delimiter / Constant|Type|Example|Result of example|Description 492 -|null|constant|{{code language="xml"}}null + 1{{/code}}|{{codelanguage="xml"}}1{{/code}}|Null value, see above493 -|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{codelanguage="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions494 -|true|constant|{{code language="xml"}}null == 0{{/code}}|{{codelanguage="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions495 -|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{codelanguage="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)496 -|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{codelanguage="xml"}}42{{/code}}|Parentheses for arithmetic grouping497 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{codelanguage="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}}|{{codelanguage="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values499 -|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{codelanguage="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB500 -\\(Note: Braces are also used for [[property lookups>> doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]])501 -|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Denotes positive number (no effect)502 -|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{codelanguage="xml"}}42{{/code}}|Negates the following number503 -|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{codelanguage="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise489 +|null|constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|Null value, see above 490 +|false|constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|Integer value 0, useful in Boolean expressions 491 +|true|constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|Integer value 1, useful in Boolean expressions 492 +|pi|constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|π as an angle (same as 180deg) 493 +|()|delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|Parentheses for arithmetic grouping 494 +|[]|delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 495 +|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 496 +|{}|delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 497 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 498 +|+|unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|Denotes positive number (no effect) 499 +|-|unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|Negates the following number 500 +|not|unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 504 504 |typeof|unary| 505 -{{code language="xml"}}typeof null{{/code}}506 -\\{{code language="xml"}}typeof 0{{/code}}507 -\\{{code language="xml"}}typeof 'Hello world'{{/code}}|508 -{{code language="xml"}}datatype.null{{/code}}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;"]]502 +{{code}}typeof null{{/code}} 503 +\\{{code}}typeof 0{{/code}} 504 +\\{{code}}typeof 'Hello world'{{/code}}| 505 +{{code}}datatype.null{{/code}} 506 +\\{{code}}datatype.integer{{/code}} 507 +\\{{code}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 511 511 |sin|unary| 512 -{{code language="xml"}}sin(30deg){{/code}}513 -\\{{code language="xml"}}sin(pi){{/code}}|514 -{{code language="xml"}}0.5{{/code}}515 -\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required)509 +{{code}}sin(30deg){{/code}} 510 +\\{{code}}sin(pi){{/code}}| 511 +{{code}}0.5{{/code}} 512 +\\{{code}}1.0{{/code}}|Sine (function-style, parentheses required) 516 516 |cos|unary| 517 -{{code language="xml"}}cos(60deg){{/code}} 518 -\\{{code language="xml"}}cos(pi){{/code}}| 519 -{{code language="xml"}}0.5{{/code}} 520 -\\{{code language="xml"}}-1.0{{/code}}|Cosine (function-style, parentheses required) 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}}|Tangent (function-style, parentheses required) 526 -|asin|unary| 527 -{{code language="xml"}}asin(-0.5f){{/code}} 528 -\\{{code language="xml"}}asin(1){{/code}}| 529 -{{code language="xml"}}-0.523599rad{{/code}} 530 -\\{{code language="xml"}}1.5708rad{{/code}}|Inverse sine (function-style, parentheses required) 531 -|acos|unary| 532 -{{code language="xml"}}acos(0.5f){{/code}} 533 -\\{{code language="xml"}}acos(1.0f){{/code}}| 534 -{{code language="xml"}}asin(2.0944rad){{/code}} 535 -\\{{code language="xml"}}0rad{{/code}}|Inverse cosine (function-style, parentheses required) 536 -|atan|unary| | |Inverse tangent (function-style, parentheses required) 537 -|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 538 -|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 539 -|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 540 -|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power 541 -|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication 542 -|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division 543 -|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division) 514 +{{code}}cos(60deg){{/code}} 515 +\\{{code}}cos(pi){{/code}}| 516 +{{code}}0.5{{/code}} 517 +\\{{code}}0.0{{/code}}|Cosine (function-style, parentheses required) 518 +|sqrt|unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 519 +|exp|unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 520 +|log|unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 521 +|^|binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|Power 522 +|*|binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|Multiplication 523 +|/|binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|Division 524 +|%|binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|Modulus (remainder of integer division) 544 544 |+|binary| 545 -{{code language="xml"}}1 + 1{{/code}}546 -\\{{code language="xml"}}'Hello' + ' world'{{/code}}|547 -{{code language="xml"}}2{{/code}}548 -\\{{code language="xml"}}'Hello world'{{/code}}|526 +{{code}}1 + 1{{/code}} 527 +\\{{code}}'Hello' + ' world'{{/code}}| 528 +{{code}}2{{/code}} 529 +\\{{code}}'Hello world'{{/code}}| 549 549 Addition 550 550 \\String concatenation 551 -|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{codelanguage="xml"}}0{{/code}}|Subtraction532 +|-|binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|Subtraction 552 552 | 553 553 lt 554 554 \\< (<)|binary| 555 -{{code language="xml"}}1 lt 3{{/code}}556 -\\{{code language="xml"}}1<3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than536 +{{code}}1 lt 3{{/code}} 537 +\\{{code}}1 < 3{{/code}}|{{code}}true{{/code}}|Less than 557 557 | 558 558 le 559 559 \\<=|binary| 560 -{{code language="xml"}}1 le 3{{/code}}561 -\\{{code language="xml"}}1<= 3{{/code}}|{{codelanguage="xml"}}true{{/code}}|Less than or equal to541 +{{code}}1 le 3{{/code}} 542 +\\{{code}}1 <= 3{{/code}}|{{code}}true{{/code}}|Less than or equal to 562 562 | 563 563 gt 564 564 \\> (>)|binary| 565 -{{code language="xml"}}1 gt 3{{/code}}566 -\\{{code language="xml"}}1>3{{/code}}|{{codelanguage="xml"}}false{{/code}}|Greater than546 +{{code}}1 gt 3{{/code}} 547 +\\{{code}}1 > 3{{/code}}|{{code}}false{{/code}}|Greater than 567 567 | 568 568 ge 569 569 \\>=|binary| 570 -{{code language="xml"}}1 ge 3{{/code}}571 -\\{{code language="xml"}}1>= 3{{/code}}|{{codelanguage="xml"}}false{{/code}}|Greater than or equal to551 +{{code}}1 ge 3{{/code}} 552 +\\{{code}}1 >= 3{{/code}}|{{code}}false{{/code}}|Greater than or equal to 572 572 |((( 573 - 574 -)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{codelanguage="xml"}}true{{/code}}|Equal to575 -|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{codelanguage="xml"}}false{{/code}}|Not equal to576 -|and|binary|{{code language="xml"}}true and false{{/code}}|{{codelanguage="xml"}}false{{/code}}|Logical AND (short-circuit semantics)577 -|or|binary|{{code language="xml"}}true or false{{/code}}|{{codelanguage="xml"}}true{{/code}}|Logical OR (short-circuit semantics)554 += = 555 +)))|binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|Equal to 556 +|~!=|binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|Not equal to 557 +|and|binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|Logical AND (short-circuit semantics) 558 +|or|binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|Logical OR (short-circuit semantics) 578 578 | 579 579 if ... then ... 580 580 \\if ... then ... else ...|ternary| 581 -{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 582 -\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 583 -{{code language="xml"}}null{{/code}} 584 -\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 585 -))) 562 +{{code}}if 1 == 2 then 'F'{{/code}} 563 +\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 564 +{{code}}null{{/code}} 565 +\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 586 586 567 +)))(% id="operator-precedence-rules" %) 568 +(%%) 569 + 587 587 === Operator precedence rules === 588 588 589 589 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. ... ... @@ -598,6 +598,8 @@ 598 598 * or 599 599 * if/then/else (lowest precedence) 600 600 584 +(% id="type-conversion" %) 585 + 601 601 === Type conversion === 602 602 603 603 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: ... ... @@ -612,20 +612,21 @@ 612 612 613 613 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: 614 614 615 -* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{codelanguage="xml"}}2f{{/code}} ⟹ {{codelanguage="xml"}}2.0{{/code}}616 -* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{codelanguage="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{codelanguage="xml"}}3600m / 3{{/code}} ⟹ {{codelanguage="xml"}}1200m{{/code}}600 +* {{code}}(1 + 1)f{{/code}} ⟹ {{code}}2f{{/code}} ⟹ {{code}}2.0{{/code}} 601 +* {{code}}(1h) m / (180deg) i{{/code}} ⟹ {{code}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code}}3600m / 3{{/code}} ⟹ {{code}}1200m{{/code}} 617 617 618 -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.)603 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code}}(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.) 619 619 620 620 The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 621 621 622 622 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: 623 623 624 -* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{codelanguage="xml"}}'One plus one is equal to 2.'{{/code}}625 -* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{codelanguage="xml"}}'One plus one is not equal to 11.'{{/code}}609 +* {{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code}}'One plus one is equal to 2.'{{/code}} 610 +* {{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code}}'One plus one is not equal to 11.'{{/code}} 626 626 627 627 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 628 628 614 +(% id="boolean-operators" %) 629 629 630 630 === Boolean operators === 631 631 ... ... @@ -635,28 +635,33 @@ 635 635 * Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**. 636 636 * != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 637 637 * "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 638 -** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{codelanguage="xml"}}false{{/code}} (the value of $foo is not checked at all)624 +** Example:{{code}} false and $foo{{/code}} ⟹ {{code}}false{{/code}} (the value of $foo is not checked at all) 639 639 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 640 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>d oc:||anchor="HValuecomparisons"]] with additional XML attributes can be more readable.626 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 641 641 642 -== (% id="categorybroken_macroanchorstrings-and-formatting" %)Strings and formatting(%%) == 643 643 629 + 630 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 631 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 632 + 633 +{{{==}}} 634 + 644 644 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 645 645 646 -* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}647 -* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}}637 +* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 638 +* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 648 648 649 -See also the section about [[value properties>> doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]].640 +See also the section about [[value properties>>MediaWiki.NULL]]. 650 650 651 -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'.642 +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'. 652 652 \\To get a percent character in the result string, use '%%' in the format string. 653 653 \\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 654 654 \\**[New as of X Rebirth 4.0]** 655 655 \\ 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): 656 656 657 -* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{codelanguage="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised)658 -* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{codelanguage="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised)659 -* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{codelanguage="xml"}}'12,345.7'{{/code}} (combination of the above)648 +* {{code}}'%,s'.[12345678]{{/code}} ⟹ {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 649 +* {{code}}'%.3s'.[123.4]{{/code}} ⟹ {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 650 +* {{code}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code}}'12,345.7'{{/code}} (combination of the above) 660 660 661 661 Additional remarks: 662 662 ... ... @@ -664,53 +664,72 @@ 664 664 * If "," is used without "." then any fractional digits are discarded. 665 665 * "." 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). 666 666 667 -{{info}} 668 -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. 669 -{{/info}} 670 670 659 + 660 +{{info body="There are also special methods to [[NULL|format money values and time values]] using the "formatted" property."/}} 661 + 662 + 663 + 664 +\\ 665 + 666 +(% id="categorybroken_macroanchorlists" %) 667 + 671 671 == Lists == 672 672 673 -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;"]].670 +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]]. 674 674 675 -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 "[ ]".672 +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 "[ ]". 676 676 677 -{{info}} 678 -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." 679 -{{/info}} 674 +{{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}} 680 680 676 + 677 + 681 681 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. 682 682 683 -{{info}} 684 -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. 680 +{{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. 685 685 686 686 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 687 687 688 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 689 -{{/info}} 684 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"{{/info}} 690 690 686 + 687 + 688 +\\ 689 + 691 691 (% id="categorybroken_macroanchortables" %) 691 + 692 692 == Tables == 693 693 694 -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.694 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\ 695 695 696 696 Almost all values are allowed as table keys, but there are a few exceptions: 697 697 698 698 * Strings must start with '$', like variables 699 699 * null cannot be used as table key (but the number 0 is valid) 700 -* Lists, tables, groups and buildplans cannot be used as table keys 700 +* Lists, tables, groups and buildplans cannot be used as table keys\\ 701 701 702 + 703 + 702 702 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 703 703 704 -* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table705 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null706 +* {{code}}table[]{{/code}} ⟹ creates an empty table 707 +* {{code}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 706 706 707 -* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 708 -* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 709 -* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 710 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 711 711 712 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 713 713 711 +* {{code}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 712 +* {{code}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 713 +* {{code}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 714 +* {{code}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 715 + 716 + 717 + 718 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 719 + 720 +\\ 721 + 722 +(% id="categorybroken_macroanchorvalue-properties" %) 723 + 714 714 == Value properties == 715 715 716 716 Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. ... ... @@ -728,25 +728,31 @@ 728 728 729 729 You can look up a property by appending a dot and the key in curly braces: 730 730 731 -* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)732 -* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)733 -* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0734 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42741 +* {{code}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 742 +* {{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 743 +* {{code}}[].{'count'}{{/code}} ⟹ 0 744 +* {{code}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 735 735 746 + 747 + 736 736 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 737 737 738 -* {{code language="xml"}}[42].{'count'}{{/code}}739 -* {{code language="xml"}}$ship.{'name'}{{/code}}740 -* {{code language="xml"}}$ship.{'class'}{{/code}}741 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}750 +* {{code}}[42].{'count'}{{/code}} 751 +* {{code}}$ship.{'name'}{{/code}} 752 +* {{code}}$ship.{'class'}{{/code}} 753 +* {{code}}table[$foo='bar'].{'$foo'}{{/code}}\\ 742 742 755 + 756 + 743 743 But it is easier just to write the property key without braces, which is equivalent: 744 744 745 -* {{code language="xml"}}[0].count{{/code}}746 -* {{code language="xml"}}$ship.name{{/code}}747 -* {{code language="xml"}}$ship.class{{/code}}748 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}759 +* {{code}}[0].count{{/code}} 760 +* {{code}}$ship.name{{/code}} 761 +* {{code}}$ship.class{{/code}} 762 +* {{code}}table[$foo='bar'].$foo{{/code}}\\ 749 749 764 + 765 + 750 750 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 751 751 752 752 A list has even more properties: ... ... @@ -755,19 +755,19 @@ 755 755 756 756 **min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 757 757 758 -* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1774 +* {{code}}[1, 6, 8].min{{/code}} ⟹ 1 759 759 760 760 **average'** returns the average (but all element types have to be compatible) 761 761 762 -* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5778 +* {{code}}[1, 6, 8].average{{/code}} ⟹ 5 763 763 764 764 **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 765 765 766 -* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3782 +* {{code}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 767 767 768 768 **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) 769 769 770 -* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{codelanguage="xml"}}[1, 6, 8]{{/code}}786 +* {{code}}[1, 6, 8].clone{{/code}} ⟹ {{code}}[1, 6, 8]{{/code}} 771 771 772 772 A table has different properties: 773 773 ... ... @@ -774,40 +774,53 @@ 774 774 * '**clone'** creates a shallow copy of the table 775 775 * '**keys'** allows you to access data about the table's keys 776 776 777 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 793 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 778 778 779 779 780 780 781 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)797 +* {{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 782 782 783 -* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 784 -* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 785 785 786 -{{info}} 787 -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'.{[...]}. 788 -{{/info}} 789 789 790 -=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 801 +* {{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 802 +* {{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 791 791 804 + 805 + 806 +{{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}} 807 + 808 + 809 + 810 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 811 + 812 + 813 +{{{===}}} 814 + 792 792 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: 793 793 794 -* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error795 -* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise796 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'817 +* {{code}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 818 +* {{code}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 819 +* {{code}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 797 797 821 + 822 + 798 798 The question mark can even be applied to variables: 799 799 800 -* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable801 -* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise825 +* {{code}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 826 +* {{code}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 802 802 803 803 To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 804 804 805 -* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message)806 -* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise807 -* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise830 +* {{code}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 831 +* {{code}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 832 +* {{code}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 808 808 809 809 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. 810 810 836 +\\ 837 + 838 +(% id="static-lookups" %) 839 + 811 811 === Static lookups === 812 812 813 813 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. ... ... @@ -816,6 +816,10 @@ 816 816 817 817 (% style="margin-left: 0.0px;" %) 818 818 ((( 848 +\\ 849 + 850 + 851 + 819 819 |Data type (= value name)|Examples|Description 820 820 |class| 821 821 class.ship ... ... @@ -836,11 +836,11 @@ 836 836 |profile| 837 837 profile.flat 838 838 \\profile.increasing 839 -\\profile.bell|Probability distribution profile (see [[random ranges>> doc:||anchor="HRandomranges" style="outline-width: 0px !important; user-select: auto !important;"]])872 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 840 840 |cuestate| 841 841 cuestate.waiting 842 842 \\cuestate.active 843 -\\cuestate.complete|[[Cue states>> ||anchor="HCues" style="outline-width: 0px !important; user-select: auto !important;"]]876 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 844 844 |level| 845 845 level.easy 846 846 \\level.medium ... ... @@ -860,22 +860,22 @@ 860 860 \\faction.argongovernment|Factions 861 861 ))) 862 862 863 -{{id name ="typeof"/}}896 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 864 864 865 -{{info}} 866 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 867 - 868 868 <code>typeof $value == datatype.faction</code> 869 869 870 870 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: 871 871 872 -<code>(typeof $value).isstring</code>" 873 -{{/info}} 902 +<code>(typeof $value).isstring</code>"{{/info}} 874 874 875 -{{info}} 876 -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." 877 -{{/info}} 904 +{{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}} 878 878 906 +\\ 907 + 908 + 909 + 910 +(% id="player-properties" %) 911 + 879 879 === Player properties === 880 880 881 881 You can access many player-related game properties via the keyword "player": ... ... @@ -883,15 +883,20 @@ 883 883 * player.**name**: The player's name 884 884 * player.**age**: The passed in-game time since game start 885 885 * player.**money**: The money in the player's account 886 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 919 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 887 887 921 + 922 + 888 888 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 889 -* player.**entity**: The actual player object 924 +* player.**entity**: The actual player object\\ 890 890 926 + 927 + 891 891 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 892 892 * player.**copilot**: The co-pilot NPC 893 893 894 894 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. 932 +\\(% id="safe-properties" %) 895 895 896 896 === Safe properties === 897 897 ... ... @@ -906,21 +906,28 @@ 906 906 907 907 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. 908 908 909 - ===(% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===947 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 910 910 949 + 950 +{{{===}}} 951 + 911 911 **[New as of X Rebirth 4.0]** 912 -\\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.953 +\\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. 913 913 914 -* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}915 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')955 +* {{code}}$money.formatted.{'formatstring'}{{/code}} 956 +* {{code}}$money.formatted.default{{/code}} (using default format string '%s')\\ 916 916 917 -* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 918 -* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 919 919 959 + 960 +* {{code}}$time.formatted.{'formatstring'}{{/code}} 961 +* {{code}}$time.formatted.default{{/code}} (using default format string '%T') 962 + 920 920 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 921 921 922 -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: 965 +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:\\ 923 923 967 + 968 + 924 924 |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.) 925 925 |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'. 926 926 |.|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) ... ... @@ -935,38 +935,46 @@ 935 935 * %G: Credits (truncated) in Giga format 936 936 * %T: Credits (truncated) in Tera format 937 937 * %Cr: Localised "Cr" string 938 -* %%: A % sign 983 +* %%: A % sign\\ 939 939 940 -Examples: 941 941 942 -* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 943 -* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 944 -* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 945 -* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 946 -* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 947 947 948 - For documentation of time format strings, see the Lua function ConvertTimeString() in the [[Lua function overview>>doc:X Rebirth Wiki.Modding support.UI Modding support.Lua function overview.WebHome||style="outline-width: 0px !important; user-select:auto !important;"]].987 +Examples:\\ 949 949 989 + 990 + 991 +* {{code}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code}}'1,234'{{/code}} 992 +* {{code}}(1234Cr).formatted.default{{/code}}⟹{{code}}'1,234'{{/code}} (same as {'%s'}) 993 +* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code}}'1,234.00 Cr'{{/code}} 994 +* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code}}'1 k'{{/code}} (rounding towards zero) 995 +* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code}}'0 M'{{/code}} 996 + 997 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 998 + 950 950 Examples: 951 951 952 -* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{codelanguage="xml"}}'00:02:31'{{/code}}953 -* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{codelanguage="xml"}}'00:02:31'{{/code}} (same as {'%T'})954 -* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{codelanguage="xml"}}'00:02:31.000'{{/code}}955 -* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{codelanguage="xml"}}'0:02'{{/code}}1001 +* {{code}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code}}'00:02:31'{{/code}} 1002 +* {{code}}(151s).formatted.default{{/code}} ⟹ {{code}}'00:02:31'{{/code}} (same as {'%T'}) 1003 +* {{code}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code}}'00:02:31.000'{{/code}} 1004 +* {{code}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code}}'0:02'{{/code}} 956 956 1006 +(% id="complete-property-documentation" %) 1007 + 957 957 === Complete property documentation === 958 958 959 959 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. 960 960 961 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1012 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 962 962 963 -{{info}} 964 -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: 965 965 1015 + 1016 +{{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: 1017 + 966 966 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 967 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 968 -{{/info}} 1019 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 969 969 1021 + 1022 + 970 970 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: 971 971 972 972 * Enter the beginning of a base keyword ... ... @@ -975,14 +975,26 @@ 975 975 * After the dot, you can enter a property name 976 976 * You can also enter a dot (".") as first character to search globally for a property 977 977 978 -{{info}} 979 -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. 980 -{{/info}} 1031 +\\ 981 981 1033 + 1034 + 1035 +{{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}} 1036 + 1037 + 1038 + 1039 +\\ 1040 + 1041 +(% id="md-refreshing-and-patching" %) 1042 + 982 982 = MD refreshing and patching = 983 983 984 984 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. 985 985 1047 +\\ 1048 + 1049 +(% id="details-and-restrictions" %) 1050 + 986 986 == Details and restrictions == 987 987 988 988 Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: ... ... @@ -1002,164 +1002,144 @@ 1002 1002 * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1003 1003 * Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1004 1004 1005 -{{warning}} 1006 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 1007 -{{/warning}} 1070 +\\ 1008 1008 1009 -{{warning}} 1010 -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. 1011 -{{/warning}} 1012 1012 1073 + 1074 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1075 + 1076 +{{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}} 1077 + 1078 + 1079 + 1080 +\\ 1081 + 1082 +(% id="patching" %) 1083 + 1013 1013 == Patching == 1014 1014 1015 1015 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. 1016 1016 1017 -{{code language="xml"}} 1018 - <cue [...] version="42"> 1019 - <conditions> [...] </conditions> 1020 - <actions> [...] </actions> 1021 - <patch sinceversion="42"> 1022 - [patch actions] 1023 - </patch> 1024 - </cue> 1025 -{{/code}} 1088 +{{code}}<cue [...] version="42"> <conditions> [...] </conditions> <actions> [...] </actions> <patch sinceversion="42"> [patch actions] </patch></cue>{{/code}} 1026 1026 1027 1027 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. 1028 1028 1029 1029 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. 1030 1030 1031 -{{info}} 1032 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1033 -{{/info}} 1094 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1034 1034 1096 + 1097 + 1098 +\\ 1099 + 1100 +(% id="common-attribute-groups" %) 1101 + 1035 1035 = Common attribute groups = 1036 1036 1037 1037 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1038 1038 1106 +\\ 1107 + 1108 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1109 + 1039 1039 == Value comparisons == 1040 1040 1041 1041 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1042 1042 1043 -{{code language="xml"}} 1044 - <check_value value="$ware == ware.silicon and $amount != 0"/> 1045 -{{/code}} 1114 +{{code}}<check_value value="$ware == ware.silicon and $amount != 0"/>{{/code}} 1046 1046 1047 1047 In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1048 1048 1049 -{{code language="xml"}} 1050 - <check_value value="FooCue.state" exact="cuestate.complete"/> 1051 - <check_value value="$foo.count" min="5"/> 1052 - <check_value value="$foo" max="player.age + 1min"/> 1053 - <check_value value="player.money" min="300Cr" max="600Cr"/> 1054 - <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1055 - <check_value value="$attention" min="attention.visible"/> 1056 -{{/code}} 1118 +{{code}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$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="$attention" min="attention.visible"/>{{/code}} 1057 1057 1058 -{{info}} 1059 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1060 -{{/info}} 1120 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1061 1061 1122 + 1123 + 1124 +\\ 1125 + 1126 +(% id="categorybroken_macroanchorrandom-ranges" %) 1127 + 1062 1062 == Random ranges == 1063 1063 1064 1064 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1065 1065 1066 -{{code language="xml"}} 1067 - <set_value name="$race" exact="race.teladi"/> 1068 -{{/code}} 1132 +{{code}}<set_value name="$race" exact="race.teladi"/>{{/code}} 1069 1069 1070 1070 To select a random element from a list, this syntax can be used: 1071 1071 1072 -{{code language="xml"}} 1073 - <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1074 -{{/code}} 1136 +{{code}}<set_value name="$prime" list="[2, 3, 5, 7, 11]"/>{{/code}} 1075 1075 1076 1076 To get a random number within a given range, you can use min/max: 1077 1077 1078 -{{code language="xml"}} 1079 - <set_value name="$foo" min="-20" max="20"/> 1080 - <set_value name="$timeout" max="20s"/> 1081 -{{/code}} 1140 +{{code}}<set_value name="$foo" min="-20" max="20"/><set_value name="$timeout" max="20s"/>{{/code}} 1082 1082 1083 1083 min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1084 1084 1085 1085 You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1086 1086 1087 -{{code language="xml"}} 1088 - <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1089 -{{/code}} 1146 +{{code}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}} 1090 1090 1148 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1149 +\\(% id="variables-and-namespaces" %) 1150 + 1091 1091 = Variables and namespaces = 1092 1092 1093 1093 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). 1094 1094 1155 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1156 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1157 + 1095 1095 == Creating and removing variables == 1096 1096 1097 -You can create variables with certain actions and conditions, such as the <set_value> action: 1160 +{{{You can create variables with certain actions and conditions, such as the <set_value> action:}}} 1098 1098 1099 -{{code language="xml"}} 1100 - <set_value name="$foo" exact="$bar + 1" /> 1101 -{{/code}} 1162 +{{code}}<set_value name="$foo" exact="$bar + 1" />{{/code}} 1102 1102 1103 1103 <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>.) 1104 1104 1105 1105 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. 1106 1106 1107 -{{code language="xml"}} 1108 - <set_value name="$foo" operation="add" /> 1109 -{{/code}} 1168 +{{code}}<set_value name="$foo" operation="add" />{{/code}} 1110 1110 1111 1111 The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1112 1112 1113 -{{code language="xml"}} 1114 - <set_value name="$list.{1}" exact="42" /> 1115 - <set_value name="$table.$foo" exact="42" /> 1116 -{{/code}} 1172 +{{code}}<set_value name="$list.{1}" exact="42" /><set_value name="$table.$foo" exact="42" />{{/code}}\\ 1117 1117 1118 1118 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): 1119 1119 1120 -{{code language="xml"}} 1121 - <set_value name="$list.{1}" exact="42" operation="insert" /> 1122 -{{/code}} 1176 +{{code}}<set_value name="$list.{1}" exact="42" operation="insert" />{{/code}} 1123 1123 1124 1124 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. 1125 1125 1126 1126 Appending is easier than that. The following actions are equivalent: 1127 1127 1128 -{{code language="xml"}} 1129 - <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1130 - <append_to_list name="$list" exact="42" /> 1131 -{{/code}} 1182 +{{code}}<set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /><append_to_list name="$list" exact="42" />{{/code}} 1132 1132 1133 1133 Inserting at a position below 1 or above $list.count + 1 is not possible. 1134 1134 1135 1135 To remove variables or list/table entries, use <remove_value>: 1136 1136 1137 -{{code language="xml"}} 1138 - <remove_value name="$foo" /> 1139 - <remove_value name="$list.{1}" /> 1140 - <remove_value name="$table.$foo" /> 1141 -{{/code}} 1188 +{{code}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\ 1142 1142 1143 1143 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1144 1144 1192 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1193 +\\\\\\(% id="accessing-remote-variables" %) 1194 + 1145 1145 == Accessing remote variables == 1146 1146 1147 1147 You can also read and write variables in other cues by using the variable name as property key: 1148 1148 1149 -{{code language="xml"}} 1150 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1151 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1152 -{{/code}} 1199 +{{code}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}} 1153 1153 1154 1154 Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1155 1155 1156 -{{code language="xml"}} 1157 - <set_value name="static.$counter" operation="add" /> 1158 - <set_value name="parent.$foo" exact="42" /> 1159 - <set_value name="this.$bar" exact="parent" /> 1160 - <set_value name="$baz" exact="this.$bar.$foo" /> 1161 -{{/code}} 1203 +{{code}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}} 1162 1162 1205 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1206 +\\\\\\(% id="namespaces" %) 1207 + 1163 1163 == Namespaces == 1164 1164 1165 1165 In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. ... ... @@ -1166,22 +1166,14 @@ 1166 1166 1167 1167 Consider this case: 1168 1168 1169 -{{code language="xml"}} 1170 -<cue name="Root"> 1171 - <actions> 1172 - <set_value name="$foo" /> 1173 - </actions> 1174 - <cues> 1175 - <cue name="SubCue"> [...] 1176 - </cue> 1177 - </cues> 1178 -</cue> 1179 -{{/code}} 1214 +{{code}}<cue name="Root"> <actions> <set_value name="$foo" /> </actions> <cues> <cue name="SubCue"> [...] </cue> </cues></cue>{{/code}} 1180 1180 1181 1181 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. 1182 1182 1183 1183 You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1184 1184 1220 +(% id="defining-a-cues-namespace" %) 1221 + 1185 1185 === Defining a cue's namespace === 1186 1186 1187 1187 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: ... ... @@ -1190,13 +1190,9 @@ 1190 1190 * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1191 1191 * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1192 1192 1193 -{{warning}} 1194 -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: 1230 +(% style="color: rgb(0,0,255);text-decoration: none;" %) 1195 1195 1196 -{{code language="xml"}} 1197 -<cue name="LibRef" ref="Lib"> 1198 - <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1199 - <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1200 -</cue> 1201 -{{/code}} 1202 -{{/warning}} 1232 + 1233 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1234 + 1235 +<code><cue name="LibRef" ref="Lib"> <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>{{/warning}}
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