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When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.)

Notes:

  • 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).
  • You can access variables in the library root but generally this should be avoided in favor of parameterizing the library!
    • there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.

Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library!

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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 attributedo 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.

Notes:

  • 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).
  • You can access variables in the library root but generally this should be avoided in favor of parameterizing the library!
    • there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.

Library Parameters

A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters.

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You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered “false” if they are equal to zero, “true” otherwise. The following operators, delimiters, and constants are supported:



Operator / Delimiter / Constant

Type

Example

Result of example

Description

null

constant

null + 1

1

Null value, see above

false

constant

1 == 0

false

Integer value 0, useful in Boolean expressions

true

constant

null == 0

true

Integer value 1, useful in Boolean expressions

pi

constant

2 * pi

6.2831853rad

π as an angle (same as 180deg)

()

delimiter

(2 + 4) * (6 + 1)

42

Parentheses for arithmetic grouping

[]

delimiter

[1, 2, 2+1, 'string']

[1, 2, 3, 'string']

List of values

table[]delimitertable[$foo='bar', {1+1}=40+2]table[$foo='bar', {2}=42]Table of values

{}

delimiter

{101, 3}

'Some text'

Text lookup (page ID and text ID) from TextDB
(Note: Braces are also used for property lookups)

+

unary

+21 * (+2)

42

Denotes positive number (no effect)

-

unary

-(21 * -2)

42

Negates the following number

not

unary

not (21 == 42)

true

Yields true if the following expression is false (equal to zero), false otherwise

typeof

unary

typeof null

typeof 0

typeof 'Hello world'

datatype.null

datatype.integer

datatype.string

Yields the data type of the following sub-expression

sin

unary

sin(30deg)

sin(pi)

0.5

1.0

Sine (function-style, parentheses required)

cos

unary

cos(60deg)

cos(pi)

0.5

0.0

Cosine (function-style, parentheses required)

sqrt

unary

sqrt(2)

1.414213LF

Square root (function-style, parentheses required)

exp

unary

exp(1)

2.71828LF

Exponential function (function-style, parentheses required)

log

unary

sqrt

log(8) / log(2)

1

3.

414213LF

0LF

Square root

Natural logarithm (function-style, parentheses required)

exp
absunary

abs(42)

exp(1)

2.71828LF

Exponential function

abs(-42.0)

42
42.0
Absolute value (function-style, parentheses required) (added in X4 v6.00)
log
sgnunary
log
sgn(
8) / log(2)

3.0LF

Natural logarithm
-42)
sgn(0.0)
sgn(42.0)
-1
0
1
Sign function (function-style, parentheses required) (added in X4 v6.00)

^

binary

10 ^ 3

1000.0LF

Power

*

binary

21 * 2

42

Multiplication

/

binary

42 / 10
42.0 / 10.0

4
4.2

Division

%

binary

42 % 10

2

Modulus (remainder of integer division)

+

binary

1 + 1

'Hello' + ' world'

2

'Hello world'

Addition

String concatenation

-

binary

1 - 1

0

Subtraction

lt

&lt; (<)

binary

1 lt 3

1 &lt; 3

true

Less than

le

&lt;=

binary

1 le 3

1 &lt;= 3

true

Less than or equal to

gt

&gt; (>)

binary

1 gt 3

1 &gt; 3

false

Greater than

ge

&gt;=

binary

1 ge 3

1 &gt;= 3

false

Greater than or equal to

==

binary

1 + 1 == 2.0

true

Equal to

!=

binary

1 + 1 != 2.0

false

Not equal to

and

binary

true and false

false

Logical AND (short-circuit semantics)

or

binary

true or false

true

Logical OR (short-circuit semantics)

if ... then ...

if ... then ... else ...

ternary

if 1 == 2 then 'F'

if 1 == 2 then 'F' else 'T'

null

'T'

Conditional operator ("inline if")







Operator precedence rules

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You can access many player-related game properties via the keyword “player”, for example:

  • player.name: The player’s name

  • player.age: The passed in-game time since game start

  • player.money: The money in the player’s account

  • player.ship: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station

  • player.primaryship (X Rebirth only): The player's own ship (but the player is not necessarily on board)
  • player.occupiedship (X4 only): The ship that the player is currently piloting, or null if the player is not piloting
  • player.entity: The actual player object
  • player.zone, player.sector, player.cluster, player.galaxy: Location of the player entity

  • player.copilot (X Rebirth only): The co-pilot NPC

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.

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