Changes for page Mission Director Guide

Last modified by Klaus Meyer on 2025/03/31 16:39

From version 32956.1
edited by Daniel Turner
on 2023/08/22 19:05
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To version 32957.1
edited by Daniel Turner
on 2023/08/22 19:09
Change comment: There is no comment for this version

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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}}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}}
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}}
8 8  
9 -(% id="md-scripts" %)
10 10  
11 11  {{toc/}}
12 12  
... ... @@ -16,7 +16,7 @@
16 16  
17 17  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.
18 18  
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.
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.
20 20  
21 21  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.
22 22  
... ... @@ -32,15 +32,19 @@
32 32  
33 33  To collect all messages in a file, start the game with the following parameters on the command line:
34 34  
35 -{{code language="xml"}}-logfile debuglog.txt{{/code}}
36 +{{code language="xml"}}
37 +-logfile debuglog.txt
38 +{{/code}}
36 36  
37 37  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:
38 38  
39 -{{code language="xml"}}-debug scripts{{/code}}
42 +{{code language="xml"}}
43 +-debug scripts
44 +{{/code}}
40 40  
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.\\
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.
42 42  
43 -The script action <debug_text> can be used to print debug messages from within a script.\\
48 +The script action <debug_text> can be used to print debug messages from within a script.
44 44  
45 45  = MD script structure =
46 46  
... ... @@ -77,17 +77,16 @@
77 77  
78 78  * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing.
79 79  * **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.
80 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\
85 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.
81 81  
82 82  
83 -
84 84  * **Complete**: The cue has finished performing its actions.
85 85  * **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.
86 86  
87 -\\
91 +{{info}}
92 +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.
93 +{{/info}}
88 88  
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 -
91 91  This is how a cue node looks like:
92 92  
93 93  {{code language="xml"}}
... ... @@ -150,10 +150,9 @@
150 150  
151 151  If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//.
152 152  
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 +* 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).
154 154  
155 155  
156 -
157 157  * With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event.
158 158  
159 159  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).
... ... @@ -180,11 +180,10 @@
180 180  
181 181  The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.
182 182  
183 -
184 -
185 185  {{info}}
186 186  **Reminder**
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 +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.
189 +{{/info}}
188 188  
189 189  == Actions ==
190 190  
... ... @@ -216,12 +216,12 @@
216 216  <actions>
217 217  {{/code}}
218 218  
221 +{{info}}
222 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output
223 +{{/info}}
219 219  
220 220  
221 -{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}}
222 222  
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.
... ... @@ -234,7 +234,9 @@
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}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}}
239 +{{info}}
240 +The syntax of libraries is considerably different from the syntax in the MD of X3TC.
241 +{{/info}}
238 238  
239 239  
240 240  
... ... @@ -287,11 +287,12 @@
287 287  </library>
288 288  {{/code}}
289 289  
294 +{{warning}}
295 +These examples are definitely <u>not</u> examples of good scripting style.
296 +{{/warning}}
290 290  
291 -{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}}
292 292  
293 293  
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.(% id="library-parameters" %)
306 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.
302 302  
303 303  == Library Parameters ==
304 304  
... ... @@ -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.**
351 +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 +351,18 @@
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}}<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}}
359 +{{info}}
360 +<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.
361 +{{/info}}
355 355  
356 356  == Access to instances ==
357 357  
365 +{{info}}
366 +This sub-section requires basic knowledge of script expressions.
367 +{{/info}}
358 358  
359 359  
360 -{{info}}This sub-section requires basic knowledge of script expressions.{{/info}}
361 361  
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: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]]\\
379 +[[~[~[image:Mission 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  
... ... @@ -394,15 +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:\\
404 +* **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"}}
400 - <debug_text text="static.$foo"/>
401 -{{/code}}
406 +{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}}
402 402  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:
403 -{{code language="xml"}}
404 -<set_value name="$foo" exact="static.$foo"/>
405 -{{/code}}
408 +{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}}
406 406  
407 407  * **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.
408 408  * **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.
... ... @@ -417,12 +417,12 @@
417 417  * {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of")
418 418  * {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number)
419 419  
423 +{{info}}
424 +Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."
425 +{{/info}}
420 420  
421 421  
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}}
423 423  
424 -
425 -
426 426  You can write string literals by putting the string in single quotes:
427 427  
428 428  * {{code language="xml"}}'Hello world'{{/code}}
... ... @@ -429,10 +429,11 @@
429 429  * {{code language="xml"}}''{{/code}} (empty string)
430 430  * {{code language="xml"}}'String with a line break\n'{{/code}}
431 431  
435 +{{info}}
436 +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 '''
437 +''' for the backslash itself.
438 +{{/info}}
432 432  
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 -
436 436  == Numeric data types and suffixes ==
437 437  
438 438  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:
... ... @@ -483,7 +483,9 @@
483 483  \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds.
484 484  )))
485 485  
486 -{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}}
490 +{{info}}
491 +All unit data types are floating point types, except for money, which is an integer data type.
492 +{{/info}}
487 487  
488 488  == Operators ==
489 489  
... ... @@ -569,9 +569,8 @@
569 569  \\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}|
570 570  {{code language="xml"}}null{{/code}}
571 571  \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if")
578 +)))
572 572  
573 -)))(% id="operator-precedence-rules" %)
574 -(%%)
575 575  
576 576  === Operator precedence rules ===
577 577  
... ... @@ -587,7 +587,6 @@
587 587  * or
588 588  * if/then/else (lowest precedence)
589 589  
590 -(% id="type-conversion" %)
591 591  
592 592  === Type conversion ===
593 593  
... ... @@ -617,7 +617,6 @@
617 617  
618 618  As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right.
619 619  
620 -(% id="boolean-operators" %)
621 621  
622 622  === Boolean operators ===
623 623  
... ... @@ -632,10 +632,9 @@
632 632  * <, <=, >, >= 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.
633 633  
634 634  
635 -
636 636  (% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting==
637 -(% id="categorybroken_macroanchorstrings-and-formatting" %)
638 638  
640 +
639 639  {{{==}}}
640 640  
641 641  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:
... ... @@ -661,16 +661,10 @@
661 661  * If "," is used without "." then any fractional digits are discarded.
662 662  * "." 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).
663 663  
666 +{{info}}
667 +There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.
668 +{{/info}}
664 664  
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 -
674 674  == Lists ==
675 675  
676 676  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]].
... ... @@ -677,56 +677,46 @@
677 677  
678 678  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 "[ ]".
679 679  
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}}
676 +{{info}}
677 +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."
678 +{{/info}}
681 681  
682 -
683 -
684 684  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.
685 685  
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.
682 +{{info}}
683 +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.
687 687  
688 688  Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/>
689 689  
690 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}}
687 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>
688 +{{/info}}
691 691  
692 -
693 -
694 -\\
695 -
696 696  (% id="categorybroken_macroanchortables" %)
697 -
698 698  == Tables ==
699 699  
700 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\
693 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.
701 701  
702 702  Almost all values are allowed as table keys, but there are a few exceptions:
703 703  
704 704  * Strings must start with '$', like variables
705 705  * null cannot be used as table key (but the number 0 is valid)
706 -* Lists, tables, groups and buildplans cannot be used as table keys\\
699 +* Lists, tables, groups and buildplans cannot be used as table keys
707 707  
708 708  
709 -
710 710  These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example:
711 711  
712 712  * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table
713 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\
705 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null
714 714  
715 715  
716 -
717 717  * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar'
718 718  * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys
719 719  * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$'
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 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table
721 721  
722 722  
714 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).
723 723  
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 -
730 730  == Value properties ==
731 731  
732 732  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.
... ... @@ -747,28 +747,25 @@
747 747  * {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element)
748 748  * {{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)
749 749  * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0
750 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\
736 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42
751 751  
752 752  
753 -
754 754  In most cases the property key is a fixed string, like "name" or "class". You can write this like above:
755 755  
756 756  * {{code language="xml"}}[42].{'count'}{{/code}}
757 757  * {{code language="xml"}}$ship.{'name'}{{/code}}
758 758  * {{code language="xml"}}$ship.{'class'}{{/code}}
759 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\
744 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}
760 760  
761 761  
762 -
763 763  But it is easier just to write the property key without braces, which is equivalent:
764 764  
765 765  * {{code language="xml"}}[0].count{{/code}}
766 766  * {{code language="xml"}}$ship.name{{/code}}
767 767  * {{code language="xml"}}$ship.class{{/code}}
768 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\
752 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}
769 769  
770 770  
771 -
772 772  (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.)
773 773  
774 774  A list has even more properties:
... ... @@ -796,36 +796,29 @@
796 796  * '**clone'** creates a shallow copy of the table
797 797  * '**keys'** allows you to access data about the table's keys
798 798  
799 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\
782 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:
800 800  
801 801  
802 802  
803 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\
786 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)
804 804  
805 805  
806 -
807 807  * {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric)
808 808  * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty)
809 809  
792 +{{info}}
793 +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'.{[...]}.
794 +{{/info}}
810 810  
796 +=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) ===
811 811  
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 -
821 821  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:
822 822  
823 823  * {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error
824 824  * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise
825 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\
802 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'
826 826  
827 827  
828 -
829 829  The question mark can even be applied to variables:
830 830  
831 831  * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable
... ... @@ -839,10 +839,6 @@
839 839  
840 840  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.
841 841  
842 -\\
843 -
844 -(% id="static-lookups" %)
845 -
846 846  === Static lookups ===
847 847  
848 848  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.
... ... @@ -851,10 +851,6 @@
851 851  
852 852  (% style="margin-left: 0.0px;" %)
853 853  (((
854 -\\
855 -
856 -
857 -
858 858  |Data type (= value name)|Examples|Description
859 859  |class|
860 860  class.ship
... ... @@ -899,22 +899,20 @@
899 899  \\faction.argongovernment|Factions
900 900  )))
901 901  
902 -{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
870 +{{info}}
871 +With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example:
903 903  
904 904  <code>typeof $value == datatype.faction</code>
905 905  
906 906  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:
907 907  
908 -<code>(typeof $value).isstring</code>"{{/info}}
877 +<code>(typeof $value).isstring</code>"
878 +{{/info}}
909 909  
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}}
880 +{{info}}
881 +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."
882 +{{/info}}
911 911  
912 -\\
913 -
914 -
915 -
916 -(% id="player-properties" %)
917 -
918 918  === Player properties ===
919 919  
920 920  You can access many player-related game properties via the keyword "player":
... ... @@ -922,20 +922,17 @@
922 922  * player.**name**: The player's name
923 923  * player.**age**: The passed in-game time since game start
924 924  * player.**money**: The money in the player's account
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\\
891 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station
926 926  
927 927  
928 -
929 929  * player.**primaryship**: The player's own ship (but the player is not necessarily on board)
930 -* player.**entity**: The actual player object\\
895 +* player.**entity**: The actual player object
931 931  
932 932  
933 -
934 934  * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity
935 935  * player.**copilot**: The co-pilot NPC
936 936  
937 937  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" %)
939 939  
940 940  === Safe properties ===
941 941  
... ... @@ -950,28 +950,22 @@
950 950  
951 951  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.
952 952  
953 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting
916 +=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===
954 954  
955 -
956 -{{{===}}}
957 -
958 958  **[New as of X Rebirth 4.0]**
959 959  \\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.
960 960  
961 961  * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}}
962 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\
922 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')
963 963  
964 964  
965 -
966 966  * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}}
967 967  * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T')
968 968  
969 969  In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators.
970 970  
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:\\
930 +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:
972 972  
973 -
974 -
975 975  |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.)
976 976  |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'.
977 977  |.|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)
... ... @@ -986,14 +986,11 @@
986 986  * %G: Credits (truncated) in Giga format
987 987  * %T: Credits (truncated) in Tera format
988 988  * %Cr: Localised "Cr" string
989 -* %%: A % sign\\
946 +* %%: A % sign
990 990  
991 991  
949 +Examples:
992 992  
993 -Examples:\\
994 -
995 -
996 -
997 997  * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}
998 998  * {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'})
999 999  * {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}}
... ... @@ -1009,23 +1009,19 @@
1009 1009  * {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}}
1010 1010  * {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}}
1011 1011  
1012 -(% id="complete-property-documentation" %)
1013 -
1014 1014  === Complete property documentation ===
1015 1015  
1016 1016  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.
1017 1017  
1018 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\
970 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.
1019 1019  
972 +{{info}}
973 +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:
1020 1020  
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 -
1024 1024  * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false".
1025 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}}
976 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files--
977 +{{/info}}
1026 1026  
1027 -
1028 -
1029 1029  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:
1030 1030  
1031 1031  * Enter the beginning of a base keyword
... ... @@ -1034,26 +1034,14 @@
1034 1034  * After the dot, you can enter a property name
1035 1035  * You can also enter a dot (".") as first character to search globally for a property
1036 1036  
1037 -\\
987 +{{info}}
988 +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.
989 +{{/info}}
1038 1038  
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 -
1049 1049  = MD refreshing and patching =
1050 1050  
1051 1051  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.
1052 1052  
1053 -\\
1054 -
1055 -(% id="details-and-restrictions" %)
1056 -
1057 1057  == Details and restrictions ==
1058 1058  
1059 1059  Here are some noteworthy facts about refreshing scripts and cues, and the restrictions:
... ... @@ -1073,20 +1073,14 @@
1073 1073  * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before.
1074 1074  * Changing instantiate="true" to "false" removes all instantiated cues and their descendants.
1075 1075  
1076 -\\
1014 +{{warning}}
1015 +Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.
1016 +{{/warning}}
1077 1077  
1018 +{{warning}}
1019 +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.
1020 +{{/warning}}
1078 1078  
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 -
1090 1090  == Patching ==
1091 1091  
1092 1092  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.
... ... @@ -1105,22 +1105,14 @@
1105 1105  
1106 1106  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.
1107 1107  
1108 -{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}}
1040 +{{info}}
1041 +The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."
1042 +{{/info}}
1109 1109  
1110 -
1111 -
1112 -\\
1113 -
1114 -(% id="common-attribute-groups" %)
1115 -
1116 1116  = Common attribute groups =
1117 1117  
1118 1118  There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here.
1119 1119  
1120 -\\
1121 -
1122 -(% id="categorybroken_macroanchorvalue-comparisons" %)
1123 -
1124 1124  == Value comparisons ==
1125 1125  
1126 1126  There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>:
... ... @@ -1140,12 +1140,10 @@
1140 1140   <check_value value="$attention" min="attention.visible"/>
1141 1141  {{/code}}
1142 1142  
1143 -{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}}
1067 +{{info}}
1068 +Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."
1069 +{{/info}}
1144 1144  
1145 -
1146 -
1147 -\\
1148 -
1149 1149  == Random ranges ==
1150 1150  
1151 1151  If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this:
... ... @@ -1175,15 +1175,11 @@
1175 1175   <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/>
1176 1176  {{/code}}
1177 1177  
1178 -\\(% id="variables-and-namespaces" %)
1179 1179  
1180 1180  = Variables and namespaces =
1181 1181  
1182 1182  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).
1183 1183  
1184 -
1185 -\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %)
1186 -
1187 1187  == Creating and removing variables ==
1188 1188  
1189 1189  You can create variables with certain actions and conditions, such as the <set_value> action:
... ... @@ -1234,7 +1234,6 @@
1234 1234  
1235 1235  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.
1236 1236  
1237 -(% id="accessing-remote-variables" %)
1238 1238  
1239 1239  == Accessing remote variables ==
1240 1240  
... ... @@ -1254,8 +1254,6 @@
1254 1254   <set_value name="$baz" exact="this.$bar.$foo" />
1255 1255  {{/code}}
1256 1256  
1257 -\\\\\\(% id="namespaces" %)
1258 -
1259 1259  == Namespaces ==
1260 1260  
1261 1261  In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces.
... ... @@ -1278,8 +1278,6 @@
1278 1278  
1279 1279  You can also use the keyword "**namespace**" in expressions to get the namespace cue.
1280 1280  
1281 -(% id="defining-a-cues-namespace" %)
1282 -
1283 1283  === Defining a cue's namespace ===
1284 1284  
1285 1285  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:
... ... @@ -1288,13 +1288,13 @@
1288 1288  * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo
1289 1289  * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static".
1290 1290  
1204 +{{warning}}
1205 +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:
1291 1291  
1292 -{{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:
1293 -
1294 1294  {{code language="xml"}}
1295 1295  <cue name="LibRef" ref="Lib">
1296 - <param name="Param1" value="$foo" /> <!-- $foo from parent namespace -->
1297 - <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) -->
1209 + <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace -->
1210 + <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) -->
1298 1298  </cue>
1299 -{{/code }}
1212 +{{/code}}
1300 1300  {{/warning}}
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