Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 32957.1
edited by Daniel Turner
on 2023/08/22 19:09
on 2023/08/22 19:09
Change comment:
There is no comment for this version
To version 32958.1
edited by Daniel Turner
on 2023/08/22 19:09
on 2023/08/22 19:09
Change comment:
There is no comment for this version
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... ... @@ -84,7 +84,6 @@ 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 85 * **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 86 86 87 - 88 88 * **Complete**: The cue has finished performing its actions. 89 89 * **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. 90 90 ... ... @@ -156,7 +156,6 @@ 156 156 157 157 * 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). 158 158 159 - 160 160 * 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. 161 161 162 162 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). ... ... @@ -577,7 +577,6 @@ 577 577 \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 578 578 ))) 579 579 580 - 581 581 === Operator precedence rules === 582 582 583 583 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. ... ... @@ -592,7 +592,6 @@ 592 592 * or 593 593 * if/then/else (lowest precedence) 594 594 595 - 596 596 === Type conversion === 597 597 598 598 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: ... ... @@ -634,7 +634,6 @@ 634 634 * 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. 635 635 * <, <=, >, >= 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. 636 636 637 - 638 638 (% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 639 639 640 640 ... ... @@ -698,19 +698,16 @@ 698 698 * null cannot be used as table key (but the number 0 is valid) 699 699 * Lists, tables, groups and buildplans cannot be used as table keys 700 700 701 - 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 705 705 * {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 706 706 707 - 708 708 * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 709 709 * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 710 710 * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 711 711 * {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 712 712 713 - 714 714 Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 715 715 716 716 == Value properties == ... ... @@ -735,7 +735,6 @@ 735 735 * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 736 736 * {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 737 737 738 - 739 739 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 740 740 741 741 * {{code language="xml"}}[42].{'count'}{{/code}} ... ... @@ -743,7 +743,6 @@ 743 743 * {{code language="xml"}}$ship.{'class'}{{/code}} 744 744 * {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 745 745 746 - 747 747 But it is easier just to write the property key without braces, which is equivalent: 748 748 749 749 * {{code language="xml"}}[0].count{{/code}} ... ... @@ -751,7 +751,6 @@ 751 751 * {{code language="xml"}}$ship.class{{/code}} 752 752 * {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 753 753 754 - 755 755 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 756 756 757 757 A list has even more properties: ... ... @@ -785,7 +785,6 @@ 785 785 786 786 * {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 787 787 788 - 789 789 * {{code language="xml"}}$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) 790 790 * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 791 791 ... ... @@ -801,7 +801,6 @@ 801 801 * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 802 802 * {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 803 803 804 - 805 805 The question mark can even be applied to variables: 806 806 807 807 * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable ... ... @@ -890,11 +890,9 @@ 890 890 * player.**money**: The money in the player's account 891 891 * player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 892 892 893 - 894 894 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 895 895 * player.**entity**: The actual player object 896 896 897 - 898 898 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 899 899 * player.**copilot**: The co-pilot NPC 900 900 ... ... @@ -921,7 +921,6 @@ 921 921 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 922 922 * {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 923 923 924 - 925 925 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 926 926 * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 927 927 ... ... @@ -945,7 +945,6 @@ 945 945 * %Cr: Localised "Cr" string 946 946 * %%: A % sign 947 947 948 - 949 949 Examples: 950 950 951 951 * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}}