Difference between revisions of "FOCS Scripting Details"
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Scripted content includes scripted descriptions of technology, buildings, and specials. |
A major component of content descriptions are effects groups, which contain Effects and Conditions. Effects change the game state and thereby give buildings, techs and specials their in-game purpose. Conditions determine when (the activation condition) and on what (the scope condition) effects act. | A major component of content descriptions are effects groups, which contain Effects and Conditions. Effects change the game state and thereby give buildings, techs and specials their in-game purpose. Conditions determine when (the activation condition) and on what (the scope condition) effects act. | ||
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File | Contents | File | Contents | ||
− | -------------------- | + | -------------------- -------------------------------------- |
techs.txt | Tech Categories and Technologies | techs.txt | Tech Categories and Technologies | ||
buildings.txt | Buildings | buildings.txt | Buildings | ||
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These items may be referred to in other items' descriptions by "NAME". This might typically be done when unlocking a building with a tech, or adding or checking for the presence of a special to or on an object. | These items may be referred to in other items' descriptions by "NAME". This might typically be done when unlocking a building with a tech, or adding or checking for the presence of a special to or on an object. | ||
− | Comments may be added to files using c/c | + | Comments may be added to files using c/c -style comment blocks. Anything in such blocks will be ignored when parsing the content files. Anything after "/*" will be ignored until the next occurence of "*/" (even if it occurs several lines later), and anything on a line after "//" will be ignored. |
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IndustryProduction double | IndustryProduction double | ||
ResearchProduction double | ResearchProduction double | ||
− | PlanetSize PlanetSize | + | PlanetSize PlanetSize |
− | PlanetType PlanetType | + | PlanetType PlanetType |
− | PlanetEnvironment PlanetEnvironment | + | PlanetEnvironment PlanetEnvironment |
− | ObjectType UniverseObjectType | + | ObjectType UniverseObjectType ! |
− | StarType StarType | + | StarType StarType |
− | PrimaryFocus FocusType | + | PrimaryFocus FocusType |
− | SecondaryFocus FocusType | + | SecondaryFocus FocusType |
− | Owner int | + | Owner int |
− | ID int | + | ID int |
− | <br> | + | <br> The valid values for these types are listed after the corresponding conditions below. These values may change however, so for the most up-to-date list, it may be necessary to consult the FreeOrion source code. |
− | <br> | + | <br> Owner will return -1 (instead of 0 like all other failures for numeric types) if there are no owners, or there are more than one, since this is guaranteed not to match any actual object. |
− | <br> | + | <br> This is the unique integer numeric ID used to identify an object internally within FreeOrion. |
<br>! The types returned by ObjectType have some overlap. For instance, a Planet is also a PopCenter and a ProdCenter. In this case, Planet is returned before PopCenter or ProdCenter, since if you see a Planet, you know it is a ProdCenter, but seeing a ProdCenter, you have no idea if it is a Planet or something else that produces goods or resources, for instance a mining outpost. This principle guides the order in which type is determined when ObjectType is used. | <br>! The types returned by ObjectType have some overlap. For instance, a Planet is also a PopCenter and a ProdCenter. In this case, Planet is returned before PopCenter or ProdCenter, since if you see a Planet, you know it is a ProdCenter, but seeing a ProdCenter, you have no idea if it is a Planet or something else that produces goods or resources, for instance a mining outpost. This principle guides the order in which type is determined when ObjectType is used. | ||
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In the Conditions and Effects below, certain parameters have types. It is illegal to provide a parameter of the wrong type, and it will result in a thrown exception (a purposeful crash of FreeOrion). There is one major exceptions to this. It is legal to provide a int value for any parameter of any type. This is mainly to support easy expression syntax, which is the next thing that needs to be addressed. | In the Conditions and Effects below, certain parameters have types. It is illegal to provide a parameter of the wrong type, and it will result in a thrown exception (a purposeful crash of FreeOrion). There is one major exceptions to this. It is legal to provide a int value for any parameter of any type. This is mainly to support easy expression syntax, which is the next thing that needs to be addressed. | ||
− | Instead of providing a singe variable or constant value (such as 3.14, 5, or STAR_BLUE), you can instead provide an arithmetic expression. Legal expressions may contain parentheses, | + | Instead of providing a singe variable or constant value (such as 3.14, 5, or STAR_BLUE), you can instead provide an arithmetic expression. Legal expressions may contain parentheses, , -, *, and /. The - operator can be binary as in "3 - 4", or unary as in "-Source.MaxHealth". Whitespace (spaces, tabs, and newlines) is ignored. Expressions may be arbtrarily complex. The type of the entire expression must match the type of the parameter for which it is intended. For instance, it is illegal to supply "1 3.14" as a value for an int-type parameter, since 3.14 is not an int. As mentioned before, though, it is legal to supply "STAR_BLUE 1" as a value for a StarType parameter, since integers are always ok. |
− | Note that since arbitrarily complex expressions are allowed in Effects, and multiple Effects may affect a single target in a single turn, the order in which the Effects are applied to the target may matter. For instance, if Effect A sets the current industry meter to "Target.CurrentIndustry | + | Note that since arbitrarily complex expressions are allowed in Effects, and multiple Effects may affect a single target in a single turn, the order in which the Effects are applied to the target may matter. For instance, if Effect A sets the current industry meter to "Target.CurrentIndustry 20", and Effect B sets the current industry meter to "Target.CurrentIndustry * 3", the answer could be X * 3 20 or (X 20) * 3, depending on the order of execution. To minimize this, and in keeping with the guidelines for Effects in general, such Effects should have small magnitude, which will make the problem largely disappear. For instance, if "Target.CurrentIndustry 3" and "Target.CurrentIndustry * 1.05" are used instead, the difference between X * 1.05 3 and (X 3) * 1.05 is a negligible 0.15. |
Note that some of the parameters in the Conditions and Effects below ask for a certain type, sometimes a type-expression. Those paramters that do not explicitly allow type-expressions cannot handle them. | Note that some of the parameters in the Conditions and Effects below ask for a certain type, sometimes a type-expression. Those paramters that do not explicitly allow type-expressions cannot handle them. | ||
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==Logical== | ==Logical== | ||
− | Note: There are no optional "param =" indicators for And, Or, | + | Note: There are no optional "param =" indicators for And, Or, |
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Revision as of 04:59, 29 June 2007
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A major component of content descriptions are effects groups, which contain Effects and Conditions. Effects change the game state and thereby give buildings, techs and specials their in-game purpose. Conditions determine when (the activation condition) and on what (the scope condition) effects act.
Content Files
FreeOrion content is described in content files located in the /default subdirectory of the main FreeOrion game directory (typically 'C:\Freeorion').
File | Contents -------------------- -------------------------------------- techs.txt | Tech Categories and Technologies buildings.txt | Buildings specials.txt | Specials (general) planet_specials.txt | Specials (randomly placed on planets)
These files are structured as a list of descriptions of individual entries of their resepective contents. buildings.txt is a list of Building descriptions (see below). specials.txt and planet_specials.txt are a list of special descriptions. techs.txt contains tech category and tech descriptions. The ordering of entries in the files do not matter, except for techs.txt, which requires that a particular tech category entries appear before any techs are listed as part of that category.
Whitespace is unimportant (spaces, tabs, and line endings), and capitalization is ignored for everything outside quotes.
Words in quotes, eg. "NAME" are case-sensitive names of scripted content items such as techs, buildings, or specials. The names of the items are defined in their description by their line:
name = "NAME"
These items may be referred to in other items' descriptions by "NAME". This might typically be done when unlocking a building with a tech, or adding or checking for the presence of a special to or on an object.
Comments may be added to files using c/c -style comment blocks. Anything in such blocks will be ignored when parsing the content files. Anything after "/*" will be ignored until the next occurence of "*/" (even if it occurs several lines later), and anything on a line after "//" will be ignored.
Scripting Format
EffectsGroup
EffectsGroup
scope = CONDITION activation = CONDITION [optional -- may be left out] stackinggroup = "STACKINGGROUP" [optional -- may be left out] effects = {EFFECT|[ EFFECT EFFECT EFFECT ]}
Param Types:
DESCRIPTION string SCOPE Condition ACTIVATION Condition STACKINGGROUP string EFFECT Effect
Descibes the mechanism by which game content such as Techs, Buildings or Specials interacts with and alters the game state.
- Consists primarily of:
- One or more Effects
- A Condition which indicates the objects in the scope of the Effect(s)
- A Condition which indicates whether or not the Effect(s) will be executed on the objects in scope during the current turn.
- The <description> element is optional. If it is left out, a description will be autogenerated. Presently, this works reasonably well for effects, but ranges from barely acceptable to awful for conditions. Leave the description out at your own risk.
- DESCRIPTION strings should not be user-presentable text, such as DESCRIPTION="Adds 12 points to farming". Rather, they should instead be keys into a string table file.
- Conditions start with a set of objects, and return subsets of this set according to whether the objects meet the critera of the condition. For scope conditions, the entire game universe (or rather, all objects in it) are the initial set.
- For activation conditions, the initial set is the source object of the effects group. This allows an EffectsGroup to be activated or suppressed based on the source object only (the object to which the EffectsGroup is attached). If the source object meets the activation condition, the EffectsGroup will be active in the current turn.
- An EffectsGroup's stacking group determines when it should affect a specific target; if that target has already been affected by another EffectsGroup with the same stacking group, all EffectsGroups after the first have no effect on the target that turn. For instance, if an EffectsGroup is in a stacking group "WONDER_FARM_BONUS", and executes on a target object, no other EffectsGroup in the "WONDER_FARM_BONUS" stacking group will affect it on that turn.
Special
Special
name = "NAME" description = "DESCRIPTION" effectsgroups = {EFFECTSGROUP|[ EFFECTSGROUP EFFECTSGROUP EFFECTSGROUP ]}
Param Types:
NAME string DESCRIPTION string EFFECTSGROUP EffectsGroup
A specificiation for a Special, which is a definition of a predefined set of EffectsGroups with a unique name, which may be attached to an object in-game.
- Specials used in the game are stored in specials.txt and planet_specials.txt.
- specials.txt contains general specials that may be applied to objects using the AddSpecial effect.
- planet_specials.txt contains specials that may be randomly applied to planets during universe generation.
BuildingType
BuildingType
name = "NAME" description = "DESCRIPTION" buildcost = BUILDCOST buildtime = BUILDTIME maintenancecost = MAINTENANCECOST effectsgroups = {EFFECTSGROUP|[ EFFECTSGROUP EFFECTSGROUP EFFECTSGROUP ]} graphic = "GRAPHICFILENAME"
Param Types:
NAME string DESCRIPTION string BUILDCOST double BUILDTIME int MAINTENANCECOST double EFFECTSGROUP EffectsGroup GRAPHICFILENAME string
A specification for a building of a certain type.
- BuildingTypes must each have a unique name.
- BuildingTypes used in the game are stored in buildings.txt.
- The note about Special name and description text also applies to BuildingTypes.
- GRAPHICFILENAME should be relative to the art directory. So it should appear in the form "foo/bar.png" instead of "default/data/art/foo/bar.png".
Item
Item type = TYPE name = "NAME"
Param Types:
TYPE UnlockableItemType NAME string
A specificiation for an unlockable item.
- Item definitions appear within Tech definitions.
- type defines the kind of thing to be unlocked, e.g. a Building or ShipComponent.
- name is the name of the specific item of that kind to be unlocked, e.g. a "WonderFarm" building or a "MegaLaser" ship component.
- The note about Special and BuildingType name and description text also applies to Items.
Tech Category
TechCategory "NAME"
Param Type:
NAME string
Specifies a technology category.
- Techs are displayed by category in the UI
- A category must be defined in techs.txt before a tech in that category may be defined (later in the same file)
Tech
Tech name = "NAME" description = "DESCRIPTION" short_description = "SHORT_DESCRIPTION" techtype = TYPE category = "CATEGORY" researchcost = RESEARCHCOST researchturns = RESEARCHTURNS prerequisites = {"NAME"|[ "NAME" "NAME" "NAME" ]} unlock = {ITEM|[ ITEM ITEM ITEM ]} effectsgroups = {EFFECTSGROUP|[ [optional -- may be left out] EFFECTSGROUP EFFECTSGROUP EFFECTSGROUP ]} graphic = "GRAPHICFILENAME"
Param Types:
NAME string DESCRIPTION string SHORT_DESCRIPTION string TYPE TechType CATEGORY string RESEARCHCOST double RESEARCHTURNS double NAME string ITEM Item EFFECTSGROUP EffectsGroup
A specification for a technology.
- Techs must each have a unique name.
- Each tech may optionally have an one or more EffectsGroups associated with it.
- Tech EffectsGroups are use as their source object the capitol planet of the empire that researches the tech.
- All of a tech's prerequisites must be known before a Tech can be researched.
- Theory techs can only depend on other Theory techs
- Refinements cannot be prerequisites except for other refinements.
- The note about Special and BuildingType name and description text also applies to Tech names, descriptions, and category names.
- GRAPHICFILENAME should be relative to the art directory. So it should appear in the form "foo/bar.png" instead of "default/data/art/foo/bar.png".
- Techs used in the game are stored in Techs.txt. That file includes examples of theory techs with no effects or unlocked items, as well as applications that unlock buildings or which have effects of their own.
Types and Expressions
In the Conditions and Effects below, there are references to variables and expressions of various types. Variables refer to attributes of a source or target object. The source object is the object to which the Effect is attached, and the target object(s) is(are) the objects that are within an Effect's scope.
Object Attributes
List
Here is a comprehensive list of the attributes available, and their types (more on types later):
CurrentFarming double MaxFarming double CurrentIndustry double MaxIndustry double CurrentResearch double MaxResearch double CurrentTrade double MaxTrade double CurrentMining double MaxMining double CurrentConstruction double MaxConstruction double CurrentHealth double MaxHealth double CurrentPopulation double MaxPopulation double TradeStockpile double MineralStockpile double FoodStockpile double TradeProduction double FoodProduction double MineralProduction double IndustryProduction double ResearchProduction double PlanetSize PlanetSize PlanetType PlanetType PlanetEnvironment PlanetEnvironment ObjectType UniverseObjectType ! StarType StarType PrimaryFocus FocusType SecondaryFocus FocusType Owner int ID int
The valid values for these types are listed after the corresponding conditions below. These values may change however, so for the most up-to-date list, it may be necessary to consult the FreeOrion source code.
Owner will return -1 (instead of 0 like all other failures for numeric types) if there are no owners, or there are more than one, since this is guaranteed not to match any actual object.
This is the unique integer numeric ID used to identify an object internally within FreeOrion.
! The types returned by ObjectType have some overlap. For instance, a Planet is also a PopCenter and a ProdCenter. In this case, Planet is returned before PopCenter or ProdCenter, since if you see a Planet, you know it is a ProdCenter, but seeing a ProdCenter, you have no idea if it is a Planet or something else that produces goods or resources, for instance a mining outpost. This principle guides the order in which type is determined when ObjectType is used.
Use
In item descriptions, parameter values such as LOW, HIGH, or NUMBER may be simple numbers, like 5 or 10, in which case all objects with the appropriate meter are treated the same by Turn. LOW and HIGH may also be defined in terms of attributes (or "properties") of the Source or Target object. In these cases, different objects may be differently matched or not, if the property used differs between them.
Attributes can be referenced on the source or target object, but not alone. So "Source.ID" and "Target.PlanetSize" are legal variables, but "PlanetEnvironment" in isolation is not.
In addition, an object's containing object, if one exists, may be used in a variable. For instance, if the source is a planet, "Source.System.StarType" represents the ster type of the source's system. Planet may also be used in a similar fashion, as in "Target.Planet.PlanetEnvironment".
Nonsensical combinations of Target, Source, Planet, System, and the above attributes are allowed, but will always return 0 for numeric values, and a special value representing an invalid value for enumerated type values. The special invalid value is guaranteed not to match the value of any actual object.
For example, if the source object is a System, Source.System.StarType will always return an invalid Star Type.
Similarly, Target.System.CurrentFarming makes no sense (since farming meters meters exist for Planets but not Systems), and so will return the double value 0.0.
Types
The "double" type listed above, is a double-precision floating point number, which is more or less any real number in the range [-10^300, 10^300]. The "int" type is an integer number, which is basically any whole number in the range [-2*10^9, 2*10^9]. The other types are enumerted types, with specific values. Each such value has a string associated with it, for instance the first valid StarType is Blue.
In the Conditions and Effects below, certain parameters have types. It is illegal to provide a parameter of the wrong type, and it will result in a thrown exception (a purposeful crash of FreeOrion). There is one major exceptions to this. It is legal to provide a int value for any parameter of any type. This is mainly to support easy expression syntax, which is the next thing that needs to be addressed.
Instead of providing a singe variable or constant value (such as 3.14, 5, or STAR_BLUE), you can instead provide an arithmetic expression. Legal expressions may contain parentheses, , -, *, and /. The - operator can be binary as in "3 - 4", or unary as in "-Source.MaxHealth". Whitespace (spaces, tabs, and newlines) is ignored. Expressions may be arbtrarily complex. The type of the entire expression must match the type of the parameter for which it is intended. For instance, it is illegal to supply "1 3.14" as a value for an int-type parameter, since 3.14 is not an int. As mentioned before, though, it is legal to supply "STAR_BLUE 1" as a value for a StarType parameter, since integers are always ok.
Note that since arbitrarily complex expressions are allowed in Effects, and multiple Effects may affect a single target in a single turn, the order in which the Effects are applied to the target may matter. For instance, if Effect A sets the current industry meter to "Target.CurrentIndustry 20", and Effect B sets the current industry meter to "Target.CurrentIndustry * 3", the answer could be X * 3 20 or (X 20) * 3, depending on the order of execution. To minimize this, and in keeping with the guidelines for Effects in general, such Effects should have small magnitude, which will make the problem largely disappear. For instance, if "Target.CurrentIndustry 3" and "Target.CurrentIndustry * 1.05" are used instead, the difference between X * 1.05 3 and (X 3) * 1.05 is a negligible 0.15.
Note that some of the parameters in the Conditions and Effects below ask for a certain type, sometimes a type-expression. Those paramters that do not explicitly allow type-expressions cannot handle them.
Finally, note that in places below where a bool value is requested, you must enter a "1" for true or a "0" for false. "False", "True", "T", "F", etc., are not recognized.
Conditions
The syntax {a|b|c} below indcates a choice of values, exactly one of which must be selected. The brackets and vertical lines are not legal to use themselves.
{a|[a b c ...]} indicates that a single item may be specified ( a ), or multiple items in a list ( [a b c ...] ).
"low = ", "high = ", etc., indicates an *optional* parameter name. All parameters must appear in the order indicated, so the names are not necessary to indicate which value is meant for which parameter. The name may be included, however (except for with the And, Not and Or conditions, which do not have or allow such parameter names).
General
All
Matches all objects.
Source
Matches the Source object.
Turn low = LOW high = HIGH
Matches objects if the current game turn is greater than or equal to LOW and less than HIGH.
NumberOf number = NUMBER condition = CONDITION
Matches at most NUMBER objects that match CONDITION. If fewer than NUMBER objects match CONDITION, all such objects are matched. If more than NUMBER objects match CONDITION, NUMBER such objects are randomly selected and matched.
Note: If the value of NUMBER is specified as a property of Target, such as Target.MaxResearch, this is treated as if the source was the target. So, Target.Anything with resolve to Source.Anything.
Number low = LOW high = HIGH condition = CONDITION
Matches all objects if the number of objects that match CONDITION is greater than or equal to LOW and less than HIGH. Objects matched may or may not themselves match CONDITION.
Random probability = PROB
Matches objects with a probability of PROB. That is, objects have a probability of PROB of being matched.
Type
Building Ship Fleet Planet PopulationCenter ProductionCenter System ObjectType type = TYPE
Types for ObjectType are:
Building Ship Fleet Planet PopulationCenter ProductionCenter System
Matches objects with the indicated type. "Building" is equivalent to "ObjectType type = Building"
Scripted Items
Building name = "NAME"
Matches buildings with the indicated name. Name is as indicated in a particular building description, by: name = "NAME"
HasSpecial name = "NAME"
Matches objects that contain the indicated special. Name is as indicated in a particular special description, by: name = "NAME"
Containing Associations
Contains condition = CONDITION
Matches objects that contain one or more objects that match the indicated CONDITION
ContainedBy condition = CONDITION
Matches objects that are contained by one or more objects that match the indicated CONDITION
Planet / Star
Planet type = {TYPE|[TYPE0 TYPE1 TYPE2 ...]}
Matches objects that are or are contained by planets that have the indicated type.
Types are:
Swamp Toxic Inferno Radiated Barren Tundra Desert Terran Ocean Gaia Asteroids GasGiant
Planet size = {SIZE|[SIZE0 SIZE1 SIZE2 ...]}
Matches objects that are or are contained by planets that are the indicated size.
Sizes are:
Tiny Small Medium Large Huge Asteroids GasGiant
Planet environment = {ENV|[ENV0 ENV1 ENV2 ...]}
Matches objects that are or are contained by planets that have the indicated environment.
Environments are:
Uninhabitable Terrible Adequate Superb Optimal
Star type = {TYPE|[TYPE0 TYPE1 TYPE2 ...]}
Matches objects that are or are contained by systems that have the indicated star type.
Types are:
Blue White Yellow Orange Red Neutron BlackHole
Infrastructure / Focus
PrimaryFocus focus = {FOCUS|[FOCUS0 FOCUS1 FOCUS2 ...]} SecondaryFocus focus = {FOCUS|[FOCUS0 FOCUS1 FOCUS2 ...]}
Matches planets that have the primary focus (PrimaryFocus) or secondary focus (SecondaryFocus).
Foci are:
Balanced Farming Industry Mining Research Trade
MeterValue
MaxPopulation low = LOW high = HIGH MaxFarming low = LOW high = HIGH MaxIndustry low = LOW high = HIGH MaxResearch low = LOW high = HIGH MaxTrade low = LOW high = HIGH MaxMining low = LOW high = HIGH MaxConstruction low = LOW high = HIGH MaxHealth low = LOW high = HIGH CurrentPopulation low = LOW high = HIGH CurrentFarming low = LOW high = HIGH CurrentIndustry low = LOW high = HIGH CurrentResearch low = LOW high = HIGH CurrentTrade low = LOW high = HIGH CurrentMining low = LOW high = HIGH CurrentConstruction low = LOW high = HIGH CurrentHealth low = LOW high = HIGH
Matches objects with the appropriate meter values that are greater than or equal to LOW and less than HIGH.
Object Owner
OwnedBy affiliation = {EnemyOf|AllyOf|TheEmpire} empire = EMPIRE OwnedExclusivelyBy affiliation = {EnemyOf|AllyOf|TheEmpire} empire = EMPIRE
Matches objects owned by (OwnedBy) or owned only by (OwnedExclusivelyBy) an empire with the indicated affiliation to the indicated id EMPIRE. Typically EMPIRE is specified as a function of an object, such as Source.Owner, however a constant integer such as 2 may also be specified.
OwnerFoodStockpile low = LOW high = HIGH OwnerMineralStockpile low = LOW high = HIGH OwnerTradeStockpile low = LOW high = HIGH
Matches objects with exactly one owner, whose owner's stockpile of the appropriate resource is greater than or equal to LOW and less than or equal to HIGH.
OwnerHasTech name = "NAME"
Matches objects with exactly one owner, whose owner has the tech NAME.
Note: This is useful for refinements of technologies, where a refinement tech is indicated by NAME in an effects group of the item being refined.
VisibleToEmpire empire = {EMPIRE|[EMPIRE0 EMPIRE1 EMPIRE2 ...]}
Matches objects that are visible to the indicated empire(s).
Galaxy Map Position
WithinDistance distance = DISTANCE condition = CONDITION
Matches objects that are within the indicated Euclidian direct-line DISTANCE of any objects that matches CONDITION. The matched objects may or may not themselves match CONDITION.
WithinStarlaneJumps jumps = JUMPS condition = CONDITION
Matches objects that are within the indicated number of starlane jumps (crossings from one star to the next) of any objects that matches CONDITION. The matched objects may or may not themselves match CONDITION.
Logical
Note: There are no optional "param =" indicators for And, Or,