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
Change comment: fighting with formatting
To version 32953.1
edited by Daniel Turner
on 2023/08/22 18:58
Change comment: There is no comment for this version

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1 +xwiki:XWiki.Daniel
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1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.
1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\
2 2  
3 3  An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document.
4 4  
5 5  This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++).
6 6  
7 -{{info}}
8 -The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.
9 -{{/info}}
7 +{{info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}}
10 10  
9 +(% id="md-scripts" %)
11 11  
12 12  {{toc/}}
13 13  
... ... @@ -17,12 +17,12 @@
17 17  
18 18  MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names.
19 19  
20 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]] (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML.
21 21  
22 22  This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.
23 23  
24 24  {{info}}
25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]).
24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]).
26 26  
27 27  To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors."
28 28  {{/info}}
... ... @@ -33,19 +33,15 @@
33 33  
34 34  To collect all messages in a file, start the game with the following parameters on the command line:
35 35  
36 -{{code language="xml"}}
37 --logfile debuglog.txt
38 -{{/code}}
35 +{{code language="xml"}}-logfile debuglog.txt{{/code}}
39 39  
40 40  All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line:
41 41  
42 -{{code language="xml"}}
43 --debug scripts
44 -{{/code}}
39 +{{code language="xml"}}-debug scripts{{/code}}
45 45  
46 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.
41 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\
47 47  
48 -The script action <debug_text> can be used to print debug messages from within a script.
43 +The script action <debug_text> can be used to print debug messages from within a script.\\
49 49  
50 50  = MD script structure =
51 51  
... ... @@ -82,15 +82,17 @@
82 82  
83 83  * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
84 84  * **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met.
85 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.
80 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\
86 86  
82 +
83 +
87 87  * **Complete**: The cue has finished performing its actions.
88 88  * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue.
89 89  
90 -{{info}}
91 -There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.
92 -{{/info}}
87 +\\
93 93  
89 +{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}}
90 +
94 94  This is how a cue node looks like:
95 95  
96 96  {{code language="xml"}}
... ... @@ -153,11 +153,13 @@
153 153  
154 154  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
155 155  
156 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).
153 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\
157 157  
155 +
156 +
158 158  * With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event.
159 159  
160 -Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start - for root cues that happens at game start, otherwise after the parent cue becomes active).
159 +Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active).
161 161  
162 162  Examples:
163 163  
... ... @@ -181,10 +181,11 @@
181 181  
182 182  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
183 183  
183 +
184 +
184 184  {{info}}
185 185  **Reminder**
186 -When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.
187 -{{/info}}
187 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}}
188 188  
189 189  == Actions ==
190 190  
... ... @@ -216,12 +216,12 @@
216 216  <actions>
217 217  {{/code}}
218 218  
219 -{{info}}
220 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]]
221 -{{/info}}
222 222  
223 -Script debug output
224 224  
221 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}}
222 +
223 +
224 +
225 225  Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1.
226 226  
227 227  Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met.
... ... @@ -234,11 +234,10 @@
234 234  
235 235  Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions.
236 236  
237 -{{info}}
238 -The syntax of libraries is considerably different from the syntax in the MD of X3TC.
239 -{{/info}}
237 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
240 240  
241 241  
240 +
242 242  Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue:
243 243  
244 244  {{code language="xml"}}
... ... @@ -288,10 +288,11 @@
288 288  </library>
289 289  {{/code}}
290 290  
291 -{{warning}}
292 -These examples are definitely **__not__ **examples of good scripting style.
293 -{{/warning}}
294 294  
291 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
292 +
293 +
294 +
295 295  So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.
296 296  
297 297  Notes:
... ... @@ -298,7 +298,7 @@
298 298  
299 299  * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters).
300 300  * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library!
301 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
301 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %)
302 302  
303 303  == Library Parameters ==
304 304  
... ... @@ -326,7 +326,7 @@
326 326  </cue>
327 327  {{/code}}
328 328  
329 -The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a '$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.
329 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created.
330 330  
331 331  {{code language="xml"}}
332 332  <library name="Lib">
... ... @@ -343,7 +343,7 @@
343 343  
344 344  = Instantiation =
345 345  
346 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
346 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.**
347 347  \\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens.
348 348  \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly.
349 349  
... ... @@ -351,16 +351,16 @@
351 351  
352 352  Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues.
353 353  
354 -{{info}}
355 -<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.
356 -{{/info}}
354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}}
357 357  
358 358  == Access to instances ==
359 359  
360 -{{info}}
361 -This sub-section requires basic knowledge of script expressions.
362 -{{/info}}
363 363  
359 +
360 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
361 +
362 +
363 +
364 364  In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this.
365 365  
366 366  When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one.
... ... @@ -369,7 +369,7 @@
369 369  
370 370  Example chart:
371 371  
372 -[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]
372 +[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\
373 373  
374 374  This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed.
375 375  
... ... @@ -394,11 +394,15 @@
394 394  
395 395  Some additional common pitfalls with respect to instantiation are listed here. There may be more.
396 396  
397 -* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:
397 +* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\
398 398  
399 -{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}}
399 +{{code language="xml"}}
400 + <debug_text text="static.$foo"/>
401 +{{/code}}
400 400  It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check:
401 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
403 +{{code language="xml"}}
404 +<set_value name="$foo" exact="static.$foo"/>
405 +{{/code}}
402 402  
403 403  * **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there.
404 404  * **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances.
... ... @@ -413,10 +413,12 @@
413 413  * {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
414 414  * {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
415 415  
416 -{{info}}
417 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."
418 -{{/info}}
419 419  
421 +
422 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}}
423 +
424 +
425 +
420 420  You can write string literals by putting the string in single quotes:
421 421  
422 422  * {{code language="xml"}}'Hello world'{{/code}}
... ... @@ -423,11 +423,10 @@
423 423  * {{code language="xml"}}''{{/code}} (empty string)
424 424  * {{code language="xml"}}'String with a line break\n'{{/code}}
425 425  
426 -{{info}}
427 -Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''
428 -''' for the backslash itself.
429 -{{/info}}
430 430  
433 +
434 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''&lt; &gt; &quot; &amp;''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}}
435 +
431 431  == Numeric data types and suffixes ==
432 432  
433 433  Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix:
... ... @@ -478,9 +478,7 @@
478 478  \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
479 479  )))
480 480  
481 -{{info}}
482 -All unit data types are floating point types, except for money, which is an integer data type.
483 -{{/info}}
486 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
484 484  
485 485  == Operators ==
486 486  
... ... @@ -494,10 +494,10 @@
494 494  |true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions
495 495  |pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|π as an angle (same as 180deg)
496 496  |()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping
497 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values
498 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values
500 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values
501 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values
499 499  |{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB
500 -\\(Note: Braces are also used for [[property lookups>>doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]])
503 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]])
501 501  |+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect)
502 502  |-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number
503 503  |not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise
... ... @@ -507,7 +507,7 @@
507 507  \\{{code language="xml"}}typeof 'Hello world'{{/code}}|
508 508  {{code language="xml"}}datatype.null{{/code}}
509 509  \\{{code language="xml"}}datatype.integer{{/code}}
510 -\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>||anchor="typeof" style="outline-width: 0px !important; user-select: auto !important;"]]
513 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]
511 511  |sin|unary|
512 512  {{code language="xml"}}sin(30deg){{/code}}
513 513  \\{{code language="xml"}}sin(pi){{/code}}|
... ... @@ -517,23 +517,7 @@
517 517  {{code language="xml"}}cos(60deg){{/code}}
518 518  \\{{code language="xml"}}cos(pi){{/code}}|
519 519  {{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)
523 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required)
537 537  |sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required)
538 538  |exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required)
539 539  |log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required)
... ... @@ -553,24 +553,24 @@
553 553  lt
554 554  \\< (<)|binary|
555 555  {{code language="xml"}}1 lt 3{{/code}}
556 -\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
543 +\\{{code language="xml"}}1 &lt; 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than
557 557  |
558 558  le
559 559  \\<=|binary|
560 560  {{code language="xml"}}1 le 3{{/code}}
561 -\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
548 +\\{{code language="xml"}}1 &lt;= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to
562 562  |
563 563  gt
564 564  \\> (>)|binary|
565 565  {{code language="xml"}}1 gt 3{{/code}}
566 -\\{{code language="xml"}}1 > 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
553 +\\{{code language="xml"}}1 &gt; 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than
567 567  |
568 568  ge
569 569  \\>=|binary|
570 570  {{code language="xml"}}1 ge 3{{/code}}
571 -\\{{code language="xml"}}1 >= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
558 +\\{{code language="xml"}}1 &gt;= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to
572 572  |(((
573 -
560 += =
574 574  )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to
575 575  |~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to
576 576  |and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics)
... ... @@ -582,8 +582,10 @@
582 582  \\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
583 583  {{code language="xml"}}null{{/code}}
584 584  \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
585 -)))
586 586  
573 +)))(% id="operator-precedence-rules" %)
574 +(%%)
575 +
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  
590 +(% id="type-conversion" %)
591 +
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:
... ... @@ -626,6 +626,7 @@
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  
620 +(% id="boolean-operators" %)
629 629  
630 630  === Boolean operators ===
631 631  
... ... @@ -637,18 +637,23 @@
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
638 638  ** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all)
639 639  * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result.
640 -* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>doc:||anchor="HValuecomparisons"]] with additional XML attributes can be more readable.
632 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable.
641 641  
642 -== (% id="categorybroken_macroanchorstrings-and-formatting" %)Strings and formatting(%%) ==
643 643  
635 +
636 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
637 +(% id="categorybroken_macroanchorstrings-and-formatting" %)
638 +
639 +{{{==}}}
640 +
644 644  You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces:
645 645  
646 646  * {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}}
647 647  * {{code language="xml"}}'%1 + %2 = %3'.[$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;"]].
646 +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'.
648 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'.
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]**
... ... @@ -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  
665 +
666 +{{info}}There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.{{/info}}
667 +
668 +
669 +
670 +\\
671 +
672 +(% id="categorybroken_macroanchorlists" %)
673 +
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>>doc:||anchor="HOperators"]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>doc:||anchor="HCreatingandremovingvariables" style="outline-width: 0px !important; user-select: auto !important;"]].
676 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]].
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>>doc:||anchor="HValueproperties"]]. Lists can be empty, these are written as "[ ]".
678 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]".
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}}
680 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}}
680 680  
682 +
683 +
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.
686 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds.
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}}
690 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
690 690  
692 +
693 +
694 +\\
695 +
691 691  (% id="categorybroken_macroanchortables" %)
697 +
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.
700 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
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 '$', like variables
699 699  * null cannot be used as table key (but the number 0 is valid)
700 -* Lists, tables, groups and buildplans cannot be used as table keys
706 +* Lists, tables, groups and buildplans cannot be used as table keys\\
701 701  
708 +
709 +
702 702  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
703 703  
704 704  * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
705 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
713 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
706 706  
715 +
716 +
707 707  * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
708 708  * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
709 709  * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
710 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
720 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\
711 711  
712 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
713 713  
723 +
724 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\
725 +
726 +\\
727 +
728 +(% id="categorybroken_macroanchorvalue-properties" %)
729 +
714 714  == Value properties ==
715 715  
716 716  Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used.
... ... @@ -731,22 +731,28 @@
731 731  * {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
732 732  * {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list)
733 733  * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
734 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42
750 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
735 735  
752 +
753 +
736 736  In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
737 737  
738 738  * {{code language="xml"}}[42].{'count'}{{/code}}
739 739  * {{code language="xml"}}$ship.{'name'}{{/code}}
740 740  * {{code language="xml"}}$ship.{'class'}{{/code}}
741 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}
759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\
742 742  
761 +
762 +
743 743  But it is easier just to write the property key without braces, which is equivalent:
744 744  
745 745  * {{code language="xml"}}[0].count{{/code}}
746 746  * {{code language="xml"}}$ship.name{{/code}}
747 747  * {{code language="xml"}}$ship.class{{/code}}
748 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}
768 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\
749 749  
770 +
771 +
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:
... ... @@ -774,27 +774,36 @@
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:
799 +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"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
803 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
782 782  
805 +
806 +
783 783  * {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
784 784  * {{code language="xml"}}$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(%%) ===
791 791  
812 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}}
813 +
814 +
815 +
816 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors
817 +
818 +
819 +{{{===}}}
820 +
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  
794 794  * {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
795 795  * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
796 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
825 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
797 797  
827 +
828 +
798 798  The question mark can even be applied to variables:
799 799  
800 800  * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
... ... @@ -808,6 +808,10 @@
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  
842 +\\
843 +
844 +(% id="static-lookups" %)
845 +
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  (((
854 +\\
855 +
856 +
857 +
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;"]])
878 +\\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;"]]
882 +\\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"/}}
902 +{{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}}
908 +<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}}
910 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}}
878 878  
912 +\\
913 +
914 +
915 +
916 +(% id="player-properties" %)
917 +
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
925 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\
887 887  
927 +
928 +
888 888  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
889 -* player.**entity**: The actual player object
930 +* player.**entity**: The actual player object\\
890 890  
932 +
933 +
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.
938 +\\(% 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(%%) ===
953 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
910 910  
955 +
956 +{{{===}}}
957 +
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.
959 +\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers.
913 913  
914 914  * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
915 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
962 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\
916 916  
964 +
965 +
917 917  * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
918 918  * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
919 919  
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:
971 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\
923 923  
973 +
974 +
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)
... ... @@ -935,10 +935,14 @@
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
989 +* %%: A % sign\\
939 939  
940 -Examples:
941 941  
992 +
993 +Examples:\\
994 +
995 +
996 +
942 942  * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
943 943  * {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
944 944  * {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
... ... @@ -945,7 +945,7 @@
945 945  * {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero)
946 946  * {{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;"]].
1003 +For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]].
949 949  
950 950  Examples:
951 951  
... ... @@ -954,19 +954,23 @@
954 954  * {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}}
955 955  * {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}}
956 956  
1012 +(% id="complete-property-documentation" %)
1013 +
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.
1018 +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  
1021 +
1022 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required:
1023 +
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}}
1025 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}}
969 969  
1027 +
1028 +
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}}
1037 +\\
981 981  
1039 +
1040 +
1041 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}}
1042 +
1043 +
1044 +
1045 +\\
1046 +
1047 +(% id="md-refreshing-and-patching" %)
1048 +
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  
1053 +\\
1054 +
1055 +(% id="details-and-restrictions" %)
1056 +
986 986  == Details and restrictions ==
987 987  
988 988  Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
... ... @@ -1002,164 +1002,139 @@
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}}
1076 +\\
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  
1079 +
1080 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}}
1081 +
1082 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}}
1083 +
1084 +
1085 +
1086 +\\
1087 +
1088 +(% id="patching" %)
1089 +
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}}
1094 +{{code language="xml"}}<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}}
1100 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1034 1034  
1102 +
1103 +
1104 +\\
1105 +
1106 +(% id="common-attribute-groups" %)
1107 +
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  
1112 +\\
1113 +
1114 +(% id="categorybroken_macroanchorvalue-comparisons" %)
1115 +
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 $amount != 0"/>
1045 -{{/code}}
1120 +{{code language="xml"}}<check_value value="$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="$attention" min="attention.visible"/>
1056 -{{/code}}
1124 +{{code language="xml"}}<check_value value="FooCue.state" exact="cuestate.complete"/><check_value value="$foo.count" min="5"/><check_value value="$foo" max="player.age + 1min"/><check_value value="player.money" min="300Cr" max="600Cr"/><check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/><check_value value="$attention" min="attention.visible"/>{{/code}}
1057 1057  
1058 -{{info}}
1059 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."
1060 -{{/info}}
1126 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1061 1061  
1128 +
1129 +
1130 +\\
1131 +
1062 1062  == Random ranges ==
1063 1063  
1064 1064  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
1065 1065  
1066 -{{code language="xml"}}
1067 - <set_value name="$race" exact="race.teladi"/>
1068 -{{/code}}
1136 +{{code language="xml"}}<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}}
1140 +{{code language="xml"}}<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="$timeout" max="20s"/>
1081 -{{/code}}
1144 +{{code language="xml"}}<set_value name="$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}}
1150 +{{code language="xml"}}<set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>{{/code}}
1090 1090  
1152 +\\(% id="variables-and-namespaces" %)
1153 +
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  
1158 +
1159 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1160 +
1095 1095  == Creating and removing variables ==
1096 1096  
1097 1097  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}}
1165 +{{code language="xml"}}<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="$foo" operation="add" />
1109 -{{/code}}
1171 +{{code language="xml"}}<set_value name="$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.$foo" exact="42" />
1116 -{{/code}}
1175 +{{code language="xml"}}<set_value name="$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="$list.{1}" exact="42" operation="insert" />
1122 -{{/code}}
1179 +{{code language="xml"}}<set_value name="$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="$list" exact="42" />
1131 -{{/code}}
1185 +{{code language="xml"}}<set_value name="$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.$foo" />
1141 -{{/code}}
1191 +{{code language="xml"}}<remove_value name="$foo" /><remove_value name="$list.{1}" /><remove_value name="$table.$foo" />{{/code}}\\
1142 1142  
1143 1143  Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead.
1144 1144  
1195 +\\\\\\(% id="accessing-remote-variables" %)
1196 +
1145 1145  == Accessing remote variables ==
1146 1146  
1147 1147  You can also read and write variables in other cues by using the variable name as property key:
1148 1148  
1149 -{{code language="xml"}}
1150 - <set_value name="OtherCue.$foo" min="0.0" max="1.0" />
1151 - <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />
1152 -{{/code}}
1201 +{{code language="xml"}}<set_value name="OtherCue.$foo" min="0.0" max="1.0" /><set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" />{{/code}}
1153 1153  
1154 1154  Instead of referencing a cue by name, you could also reference it via a keyword or another variable:
1155 1155  
1156 -{{code language="xml"}}
1157 - <set_value name="static.$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.$foo" />
1161 -{{/code}}
1205 +{{code language="xml"}}<set_value name="static.$counter" operation="add" /><set_value name="parent.$foo" exact="42" /><set_value name="this.$bar" exact="parent" /><set_value name="$baz" exact="this.$bar.$foo" />{{/code}}
1162 1162  
1207 +\\\\\\(% id="namespaces" %)
1208 +
1163 1163  == Namespaces ==
1164 1164  
1165 1165  In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$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}}
1215 +{{code language="xml"}}<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  
1221 +(% id="defining-a-cues-namespace" %)
1222 +
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 +1190,13 @@
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:
1195 1195  
1232 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example:
1233 +
1196 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.$foo (error) -->
1200 -</cue>
1201 -{{/code}}
1235 + <cue name="LibRef" ref="Lib">
1236 + <param name="Param1" value="$foo" /> <!-- $foo from parent namespace -->
1237 + <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) -->
1238 + </cue>
1239 + {{/code }}
1202 1202  {{/warning}}
Mission Director Guide - Instantiation.png
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