filerate
rate N [/ N]
ticks per second, as whole ticks over whole seconds; content may then say 1.5s
- N
- a number
Used: 206 statements in 206 files
Every form and word of the language, as ledger forms lists them, each with an example from the kernel's committed content or its plays, by its file and line. ledger forms --write writes this page, and the kernel's gate fails when the page isn't what the tool writes, so it is never behind the language. ledger forms FORM gives one form's rows at the prompt.
Each entry: the form's name (where it is written, then its keyword), its spelling as the grammar writes it, what it means, each capitalised part with what it may name, and an example. A spelling this page doesn't list is not the language's, however natural it reads. An example shows a spelling that loads; the meaning is the line above it, and where it leaves a question open, a play pins it.
Lines of a content file: declarations, definitions, and the lines written under them.
rate N [/ N]
ticks per second, as whole ticks over whole seconds; content may then say 1.5s
Used: 206 statements in 206 files
stages NAMES
the stages before rules run in, in order; a rule names one with at; two rules at one stage whose order could change the result must be told apart, by a stage or an order key on each, or the content is refused
Used: 106 statements in 103 files
stat NAME [by type] [OPTIONS]
a value worked out when read, from its base and the modifiers its holder's effects contribute; by type: a stat for each type the portions line declares, NAME.TYPE (Resist.Fire), each with the options, and a base or a modifier on NAME alone moves every member, on NAME.PARENT each child's; read bare in a scale or a convert, the member for the portion it acts on, and anywhere else refused
Used: 1152 statements in 216 files
pool NAME [OPTIONS]
an amount between bounds, its least min N or else 0, moved only by events and drifting at a rate in closed form; an actor has the pools its archetype names, and a change to one it lacks is refused NoPool; its bound and drift read its holder's own values, another actor's through a link of its holder's, a global link or its source, one step, and a count of a query finding actors by side, tags and presence, which inside a moment reads as the last settle left it
Used: 813 statements in 216 files
tags TAGS [carried]
declares tags; a dotted tag (Damage.Fire) declares its parents, and a tag matches its descendants; carried: each goes down a chain as a property does, to what the same source raises in it and the effects that applies (a fireball's burn's ticks are Spells), never to another actor's answer; a maker's tag can't be
Used: 222 statements in 197 files
event NAMES
declares the game's own events (a turn starting, a death), raised by the game or by content
Used: 147 statements in 141 files
link NAMES [global]
declares links: named references from an actor to another, read through (owner.Gold); a global link is one actor for the whole world (the room, the match), read by name (room.Heat)
Used: 273 statements in 170 files
turn EVENT
the event that is an actor's turn (one of the game's own, which it raises as each turn comes round): an effect that lasts turns ends after that many of its holder's, and a count of it is said as turns (or turn: lasts 1 turn, for 1 turn), never by the event's name
Used: 20 statements in 20 files
time STAT
the stat an actor's time runs at, whose base is 1: every timer of an actor's effects (a lifetime, an every rule, a cooldown) and its pools' drift run on its clock, a slow or a haste stretching or shortening what is under way while keeping what it had run; the stat reads what a pool's bound reads, a count by side, tags and presence among them, but no pool's maximum, no pool that drifts and no time
Used: 2 statements in 2 files, rare
phases [clock STAT] [slot all]
the catalog's, said at most once across it as time is: with clock, every phase that names no clock, a windup, a channel or a charge-up, runs at that stat of its caster, whichever file writes it, so a package says it once for the whole game; with none, a phase runs on its caster's own time. A flight passes it over, its projectile on its own time. With slot all, a caster's slot held by a windup, a channel or a charge-up refuses its every order and auto Busy, an instant's and a flight's too, but an ability saying off cast; a cast step, a commit, a beat and a release ask no slot, as without it
Used: 11 statements in 11 files
allegiance LINK
the link that decides allies and enemies: actors whose links point at the same actor are allies
Used: 164 statements in 164 files
damage POOL
the pool deal and heal land on (Health if not said)
Used: 201 statements in 201 files
prop NAME [default N] [min N] [max N] [whole] | prop NAME under TAG [default TAG] | prop NAME among TAGS [default TAG]
a named value an event carries and its chain inherits, set by an order or a step's with: a number, or a tag, one under a parent at any depth and never the parent (under), or one of a set of two or more (among), read once every declaration is; an order carrying one undeclared, one its ability doesn't take, a number outside its range, or a tag it may not hold, is refused before anything moves, and a tag property with no default must be given by an order whose ability takes it
Used: 118 statements in 55 files
categories NAMES
modifier categories: of one's terms on a stat only the strongest counts, the one moving the stat furthest; its terms are of one kind, an add, a percent or a factor
Used: 6 statements in 6 files
fact NAMES
a question the game's space answers about two actors (sight, behind, cover, a rank), read as fact(Name, a, b); asking changes nothing
Used: 37 statements in 35 files
curve NAME [steps]
a function of one number, given as points indented under it (x then y): straight between them and flat past the ends; steps holds each value until the next point. Read as Name(x)
Used: 50 statements in 50 definitions, 25 rows
portions TAGS
the types a change's amount is split by: a hit of 20 Physical + 8 Fire is one change in two portions, and a before rule whose having or unless tags name a portion's tag acts on that portion alone, so each type meets its own defence
Used: 20 statements in 20 files
pile NAMES [grants]
ordered lists of item actors an actor keeps (a deck, a hand, a row of jokers), each named on its keeper (holder.Hand) and a tag its Move events carry; an item in a pile is out of play, found only by a query naming its pile; in a granting pile it gives its keeper its kit (its archetype's tags and abilities) and the effects its archetype gives, and taking it out takes back exactly those
Used: 75 statements in 45 files
command NAMES
commands the game's space carries out when content requests them (push, pull, blink, swap, a shuffle): it answers with events (a bump, a wall) and values it sets (a rank, a lane's Progress). The kernel's plane carries out one, Push, its target driven straight away from the requester by the amount, which content declares as it declares any: command Push
Used: 23 statements in 23 files
stream NAMES [kept]
streams of draws of their own, each seeded from the world's seed and its name and saved by name, so adding one moves no other's draws; the game draws from one (Draw, Peek, Reseed) and content names one (using, draw); kept: a restore replacing a world goes on from where its stream stood, so a rewound turn's draws aren't put back
Used: 21 statements in 21 files
table NAME [with NAMES] [distinct]
rows indented under it, each naming something with a weight and columns: a draw picks rows by weight (pick, or the game's Draw) and Name(a, b) looks cells up by tags. with names what a draw passes; an argument named as a column filters rows by it (a range holds it, a number equals it, a row without it is kept); distinct: a draw takes a row at most once
Used: 59 statements in 59 definitions, 18 rows
effect NAME [from PARENT]
anything an actor holds: a buff, a status, a cooldown, an item's gift, a form, death; its clauses are indented under it, after those of what it is made from
Used: 2783 statements in 2783 definitions, 542 rows
ability NAME [from PARENT]
what an actor can be ordered to do: its target, requirements, costs, cooldown and steps
Used: 1875 statements in 1875 definitions, 458 rows
archetype NAME [from PARENT]
what an actor is made from: its tags, starting values, innate effects and granted abilities
Used: 2024 statements in 2024 definitions, 346 rows
template effect NAME(PARAMS) | template ability NAME(PARAMS) | template archetype NAME(PARAMS) | template NAME(PARAMS)
a definition with parameters, loaded as none itself: one made from it (from NAME(ARGS)) takes its clauses, each parameter read as its argument, then adds its own; a definition adds and never replaces, so whatever differs between uses is a parameter, and a clash is refused naming both lines. With no kind, its lines are whole definitions, which from TEMPLATE writes
Used: 121 statements in 70 files
from TEMPLATE
writes a template of definitions (one with no kind) once for each line under it, as if written out there: the line's values are its parameters' in order, a list's (NAME...) the rest of the line and the last's the line's own lines; a body's line naming a list is written once for each value, and a term naming one before an operator and ... once for each, joined by it
Used: 0 statements in 0 files, rare
No example in committed content.
extend effect EFFECT | extend ability ABILITY | extend archetype ARCHETYPE | extend table TABLE | extend template TEMPLATE
adds clauses to a definition an earlier file wrote, or rows to its table, as if written there: a mod retuning a game it didn't write, or adding a monster to a biome's table, without replacing it; a table's when stays its writer's
Used: 8 statements in 8 definitions, 12 rows
replace effect EFFECT | replace ability ABILITY | replace archetype ARCHETYPE | replace table TABLE [with NAMES] [distinct] | replace template TEMPLATE[(PARAMS)]
swaps a definition an earlier file wrote for the lines under it, whole, keeping its name, so whatever names it reads the replacement, and whatever is made from it is made from the replacement; where two packages meet over one definition, the later stands and the catalog warns naming both
Used: 1 statements in 1 definitions, 2 rows (G011, G071), rare
N N
a point of a curve: a number, then the curve's value there; each point's number is greater than the one before
Used: 232 statements in 50 definitions, 25 rows
when F
which rows a draw may take, read for each row: its columns and the draw's arguments by name, for (the actor drawing) and it (what the row names, as in has(for, it), or stacks(for, it): an upgrade offered below its max); it can't draw
Used: 25 statements in 25 definitions, 3 rows
ROW [weight N] [COLUMN N [to N] | COLUMN WORD]... [when F]
a row: what it names, its weight (1 if not said), its columns (a number, a range or a name), and a condition of its own beside the table's
Used: 591 statements in 60 definitions, 18 rows
var NAME [ability | tag | actor | instance] [= F]
what the instance carries, set when it is applied: a number (a gauge, a count, damage fixed as it landed), or an ability, a tag, an actor or one held instance (a stolen spell, a school, a marked foe, the mark it put on). An effect with a var and no stack line replaces when applied again, keeping the newcomer's: a Poison that piles, given a var, replaces unless it says stack add
Used: 199 statements in 165 definitions, 73 rows
tags TAGS
the effect's tags, which its holder carries while it is at work
Used: 909 statements in 909 definitions, 229 rows
stack MODE [max F] [then FULL] [per source] [signed] [stronger by F] [keep up to N]
what a second application does: add stacks, keep separate instances, refresh, extend, ignore or replace; with no stack line it never throws away what it brings: an effect with no values piles (add), losing nothing, and one with values (a var, a captured amount, a link override) replaces, keeping the newcomer's; a cap may be read from whoever applies it (max source.Rank); then: when full, separate instances refuse a newcomer or make room by the oldest or shortest, and added stacks refuse it or refresh the clock (a spin each shot restarts); signed: added stacks may be negative and the count may fall below zero (Strength -2, a stat stage), kept within plus or minus the cap, ending when it reaches zero; stronger by compares a newcomer with the one held (greater replaces, less is refused, and an equal one stacks as any second application does), a full stack that refuses newcomers refusing first; a refresh may keep some of the time left (keep up to 30%)
Used: 637 statements in 637 definitions, 216 rows
lasts D [one at a time] | lasts F turns | lasts F FILTER
how long the effect lasts, counted in a time, its holder's turns, or the events a filter matches (25 attacks): what its Apply carries, which the apply may give and a before rule may change; it may count a time and one kind of event, ending at whichever runs out first. A time expires on its tick, after anything else due then, and one at a time sheds a stack when the clock runs out and starts it again; a count running out ends it expired, as its time does, so expire runs
Used: 596 statements in 592 definitions, 208 rows
clock world | clock holder | clock STAT
the clock the effect's time runs on: its holder's (the time stat's) unless it says another stat of its holder (a haste only cooldowns feel) or the world's (a respawn, a round's timer, a slow's own length); an effect whose own modifiers move the rate of its clock says which it means
Used: 0 statements in 0 definitions, used by no row yet, rare
ends on FILTER [when F]
ends at the first event the filter matches and the condition, if it gives one, holds for: an after rule whose one step is remove self, so a condition nothing stretches, where lasts' count is the Apply's
Used: 127 statements in 123 definitions, 50 rows
dies at no POOL [raising EVENT]
the death rule in one line: when the holder's pool reaches its least (its Depleted), the holder raises the event of itself, if one is named, and is destroyed. Every after rule hearing that event sees its subject whole, alive, holding its effects and tags, found by queries; the destroy follows as the event's after phase ends, so what those rules set off reads it destroyed. With nothing hearing the event, or with no event, the destroy is at once. The long form, after Depleted POOL of holder, then raise and destroy, destroys at once, and its hearers read a destroyed actor
Used: 106 statements in 104 definitions, 11 rows
falls at no POOL [raising EVENT]
the death that keeps its actor: when the holder's pool reaches its least (its Depleted), the holder raises the event of itself, if one is named, credited as dies raises it, and falls: its running activations end Stopped Gone, and it carries Fallen, staying where it stood with its pools and effects. A fallen actor is read as any actor is and reached by a step, an order or a report naming it, its target clause deciding; it is found only by a query or a clause naming Fallen (having Fallen), acts not at all (no order, auto, every rule, aura or mirror of its own), and hears only what names it; the event's hearers find it fallen. It falls once, a dies on its holder wins, revive brings it back, and a catalog's falls name one pool
Used: 17 statements in 17 definitions, used by no row yet, rare
prevents death
a change that would leave its holder's pool at its least, where a dies or falls its holder holds hears that pool, lands one above the least instead, and the effect ends Spent: as the change lands, after every before rule, floor and scale, so it needs no order beside them; of two on one holder the one put on first acts. A death that wouldn't run isn't stopped: none on a pool at its least already, and no second fall of the fallen. A set is no hit, and isn't stopped
Used: 6 statements in 6 definitions, 2 rows (A005, A104), rare
each FILTER removes F
each matching event spends that many stacks; the effect ends at zero
Used: 14 statements in 14 definitions, 6 rows
grants ABILITIES [auto [by KEYS]] | grants self.VAR
abilities its holder may use while the effect is at work, or the one an ability var holds; auto: the holder uses them by itself whenever they would be done, sleeping on what refused them until that can have changed, which is read from the ability: a target it waits for being made, or placed in its reach, wakes it in that moment, so it can fire at the target's make, not a tick later
Used: 219 statements in 218 definitions, 84 rows
answers ABILITIES [at TARGETS] [holding time]
each instance is an open choice: its holder is asked, about its source (who applied it), and each answer is the holder using one of the abilities at an actor the query finds, read in the instance's terms as the choice is listed or answered; it opens by an apply, never an aura, an item's gift or an archetype's has, and stacks separate unless it says ignore or replace; while any choice is open, the oldest is the one play waits on: every Activate, Cancel and Release is refused Waiting but its answers, each an Activate naming it (with choice = N) by its holder, refused Waiting from another side; the host's own orders go on, and time too unless it says holding time; it ends End.Answered as its answer is given, End.Gone as its holder or its source goes, or by its own ends (ends on, lasts)
Used: 0 statements in 0 definitions, used by no row yet, rare
holds TAGS until turn | holds TAGS until EVENT [raising EVENT]
an order held for its turn: while the holder holds an instance, an order it gives of an ability carrying every tag is checked as it is given (a refusal answers as ever) and held, answering done with Outcome.Held, nothing paid; raising names an event raised of the holder as it is held, carrying what the order's Activate would (ability, properties, its with values, targets), heard after; as the until event (turn: the catalog's turn event) lands of the holder, before the rules hearing it, the order goes off as an order given there, checked again, its bill paid, its Activate raised, its cooldown begun, and is never held again; an actor holds one order, on its oldest holding instance whose tags fit, and a new one replaces it; ordered(ACTOR) and ordered(ACTOR, PROP) read it; it is dropped, refused Dropped, as it is replaced, cancelled by its id, as its holder falls, or as the instance holding it ends
Used: 1 statements in 1 definitions, used by no row yet, rare
No example in committed content.
blocks all | EVENT-OR-TAGS [unless TAGS] [having TAGS | having self.VAR] [by holder] [from WHO]
events that cannot reach the holder, or with by holder that it cannot make (stun, silence); refused with a receipt. having asks for every tag it names, and unless refuses any
Used: 242 statements in 183 definitions, 66 rows
suspends all [except TAGS]
the holder's other effects stop working while this is held: their modifiers, tags, grants, blocks, auras, and the rules that hear events or run on a schedule; their clocks keep running, and one that runs out still ends, with its expire and end steps; the archetype's grants are among them, never its tags, which are what the actor is; except names tags of effects it holds, so an effect carrying one keeps working (an overheated minigun keeps its Kit, and is a Tower without saying so)
Used: 12 statements in 12 definitions, 7 rows
aura EFFECT on TARGETS [every D] [while POOL CMP F [until POOL CMP F]]
keeps an effect on every actor the query finds, and takes back exactly what it gave; it is an area: an actor enters as it is given the effect, leaves as the query no longer finds it while the aura stands (not as the aura ends, is suspended or banded off, nor as the actor dies), and a radius aura by side and tags about its holder is crossed by a path a Placed tells that passes within the radius from outside to outside, each heard as an Enter, a Leave or a Cross on the aura's holder, its source the actor that moved; one whose query has a when or picks at random is sampled (every D); its up to, within, beyond and across follow its holder's values, another's through a link and a count by side, tags and presence, reworked as they move, and one reading more is sampled; while ... until: a band on the holder's own pool, on from when it passes the first line until it passes the second, crossed on its exact tick, its side saved; a line reads its holder's own values, not what it holds (has, stacks, count) or a table; a line is crossed when the pool reads past it, so reaching a strict line doesn't cross it, and one the pool's bounds keep it from passing (< 0 on a pool whose least is 0) is refused: write <= 0, or after Depleted; a line holds at its bound or not as its comparison says (<= and >= do, < and > don't), and the two may meet but not overlap: two constant lines some reading holds both of (<= 50 until >= 50, or two facing one way) are refused, since the band would turn on and off within the tick, and lines reading values are their author's to keep apart
Used: 94 statements in 78 definitions, 32 rows
order F
where this effect's rules run among others at one stage (a joker's slot); lower first; it orders two effects when both say one; two whose rules only prevent the change need none, since it is stopped whichever runs
Used: 75 statements in 75 definitions, 19 rows
exclusive TAGS
installing it takes off the holder's other effects carrying one of the tags, whatever their origin, its own, an item's gift, an aura's child or a mirror's copy: a form, a weather, a stance
Used: 56 statements in 56 definitions, 11 rows
mirror [TAGS] effects of ACTOR [from ACTOR]
keeps on the holder a linked copy of each effect the actor holds itself or its items give it, not an aura's child or a mirror's copy (carrying one of the tags; with from, whose source is that actor), at the same stacks: copies come and go as the originals do and keep the originals' source; each holds its own vars, copied as it begins; a copy is never copied again
Used: 6 statements in 6 definitions, 3 rows
reflects [TAGS]
a report naming its holder, of a flight whose ability carries one of the tags (any flight, with none), turns the flight instead of landing its hit: it flies on for the holder, its clause read from the holder, its hit credited to the holder, its projectile's links the holder's; the report is done naming no event. A flight turns only where its clause takes the holder, so it never turns back to the side that turned it
Used: 3 statements in 3 definitions, 1 rows (A146), rare
before FILTER [at STAGE] [once per chain] [credit holder] [when F]
a rule that changes the event in flight, before it applies; each change is a line item
Used: 609 statements in 470 definitions, 183 rows
after FILTER [once per chain] [credit holder] [when F]
a rule that reacts after the event, in the moment's queue
Used: 914 statements in 749 definitions, 238 rows
every D [credit holder]
a rule that runs on a schedule while the effect is held, its first run one interval in; a cost under it is refused, for now (only a channel's beat pays)
Used: 135 statements in 135 definitions, 54 rows
start
steps run when the effect is put on
Used: 78 statements in 78 definitions, 36 rows
end [having TAGS] [unless TAGS]
steps run when the effect comes off, however it ends, or only as its having and unless say (having asks for every tag it names, and unless refuses any), held against its Remove, which carries how it ended: End.Expired, End.Removed, End.Broken, End.Spent, End.Replaced, End.Withdrawn or End.Gone (end unless End.Replaced: not when a newer application takes its place)
Used: 36 statements in 36 definitions, 18 rows
expire
steps run when the effect's lifetime runs out, its time or its count (not when it is removed or spent), before its end rules: end having End.Expired, said once for the common case
Used: 99 statements in 99 definitions, 49 rows
LINK = ACTOR
while the effect is held and working, its holder's link points at that actor, worked out as the effect goes on; the newest override wins, and when the last ends the link is the one the actor was given (mind control)
Used: 6 statements in 6 definitions, 3 rows
STAT OP [flat] [live] [strongest CATEGORY]
a term the effect adds to its holder's stat while it is held, scaled by its stacks unless flat (a percent scales the stat, OP says how); its amount is worked out as the effect goes on and kept, captured, where it reads another actor's values or reads held(...) at all, its own holder's included, unless it says live; its holder's own values it reads live; a live one under a pool's bound or drift reads another actor through a link of its holder's, a global link or its source, and the pool follows it; with strongest CATEGORY, of the category's terms on the stat only the one moving it furthest counts, an add's or a percent's furthest from 0, a factor's from 1 by ratio (x 0.5 as far as x 2), one of 0 or below past any above it, and of two as far the larger
Used: 950 statements in 768 definitions, 230 rows
tags TAGS
the ability's tags, which its activation carries
Used: 803 statements in 803 definitions, 202 rows
target self | target one [enemy | ally] [having TAGS] [unless TAGS] [within F] | target [up to] N [enemies | allies] [having TAGS] [unless TAGS] [within F] [distinct] | target point [within F] | target direction
what the order names: the caster itself, one actor (of a side, with every tag having names and none unless names, read off the target as a query reads them), or a list of them, exactly N (2 or more) or up to N, none among them (an order or a cast naming none goes off at none, its steps at targets doing nothing), each held to the clause as one is and read as targets, distinct refusing one named twice; a target the clause refuses is refused BadTarget with the clause's words, before any requirement reads it, a list's naming its element, and an auto takes only one it accepts; within is its reach, held through the space's distance and refused with both numbers. Or a place that is no actor: a point, two numbers the space reads (a click on the ground), its reach the distance from the caster; or a direction, an aim with no place and no reach. Its target is read where a place is (PLACE), and an order naming another kind is refused BadTarget saying what it takes
Used: 1265 statements in 1265 definitions, 355 rows
takes PROPS
the properties the ability's order may carry, numbers and tags alike, which the catalog declares: an order carrying one it doesn't take is refused BadProperty before anything moves, and so is a cast's with naming one; X and the grant are every order's own, and a rule anywhere reads a property through the chain whether or not the ability takes it
Used: 46 statements in 46 definitions, 16 rows
requires F [else TEXT]
a condition checked before anything is paid; refused with its text and the numbers it compared
Used: 470 statements in 414 definitions, 123 rows
cost POOL F [on holder.LINK] [upfront]
paid before the steps run, as a change tagged Cost; refused before anything moves if it can't be paid. Its payer is its holder, or with on the actor a link of its holder names (a side's bank), whose pool it is priced on, through that actor's rules, and paid from, refused NoPool where the link names none and CannotAfford on that pool; an auto's costs are its holder's own. An ability's costs are worked out before any is paid, so none reads what another moved, and priced as its check runs, each its formula and the rules before it on the change it will be, against its pool at its turn; the payment pays that bill as priced, or the order is refused, and what the costs' landings set off runs once the last has landed. An ability with a windup or a charge-up pays it at its commit, as the phase ends, unless it is upfront, paid as the phase starts; upfront is refused on an ability with neither, a channel among them, whose costs are all paid as it starts
Used: 465 statements in 456 definitions, 141 rows
cooldown D [clock world | clock STAT]
an effect the ability puts on its caster after it runs, named ABILITY.cooldown, refusing the next use until it ends (a host reads what is left with Remaining and puts one on with Apply and Lasting.Ticks); it runs on its caster's clock unless it says the world's or another stat of its caster's
Used: 415 statements in 415 definitions, 164 rows
radius F
the area its steps read as radius, and what a game draws as its circle
Used: 8 statements in 8 definitions, 6 rows
off cast
in a catalog saying phases slot all, an instant or a flight that goes while its caster's slot is held, as every ability does without it: an interrupt, a taunt. Refused in a catalog not saying slot all, and on an ability whose phase holds the slot, which waits for it whatever it says
Used: 1 statements in 1 definitions, used by no row yet, rare
windup D [clock world | clock STAT]
a cast time: the order starts an activation, its Activate raised and its upfront costs paid, and the ability goes off at its Commit once its caster's clock (the one it names, else the catalog's phases clock, else its own time) has run that long: the order's check is made again then, everything but the caster's one slot (Busy while it is taken), and its other costs are paid, its cooldown starts and its steps run. It ends early, with a Stopped and its reason, as a line under it says (broken by), as a block on its Activate comes to cover it, as its caster goes, as a stop step or the game's Cancel says, or as its commit is refused. A cast step goes off at once
Used: 65 statements in 65 definitions, 15 rows
channel [D] [clock world | clock STAT]
the ability goes off as it starts and beats while it is held: its costs are paid and its Activate raised, its Commit raised under it with its cooldown and its own steps, and then its phase runs on its caster's clock (the one it names, else the catalog's phases clock, else its own time) for that long, or with no D until something ends it, its every blocks beating on the same clock, or on the one they name (every 1s clock CastSpeed), each one interval in, a beat on its last tick landing before its end. Running out or the game's Release ends it normally, with a Finished (and a Resolved after it); an aura under it is the phase's own, keeping its effect from its start to its end however it ends, so a guard is a channel with no D that keeps one (aura Guarding on holder), let go by Release naming its holder and ability; it ends early as a windup does, with a Stopped and its reason, and as a beat's check is refused. upfront is refused on it; a cast step goes off at once, its own steps and no beat
Used: 27 statements in 27 definitions, 5 rows
charge up to D [holds] [clock world | clock STAT]
an aura under it keeps its effect while it holds; the ability holds until the game's Release or its cap, D on its clock, and goes off then with a windup's commit (the check again, its deferred costs, its cooldown and its steps, under its Commit), reading charged, the share of the cap held; its order and its start are a windup's, its upfront costs paid as it starts, and it ends early as a windup does. Only broken by is written under it. A cast step goes off at once. With holds it has no end at its cap: it holds there, charged 1, until its Release, a cancel or a break, and an auto may not be granted it. Said first, before flies, it looses that flight: its commit is the loosing, the flight's Commit carrying charged and its hit reading it, one activation from its order to its hit
Used: 6 statements in 6 definitions, used by no row yet, rare
flies ARCHETYPE [at F] [up to D] [clock world | clock STAT]
a skillshot, a missile the game flies, held by its projectile: it goes off as it is loosed, its costs paid, its Activate raised and its Commit under it, and under that first its projectile born, an actor of the archetype named, on its caster's side, then its cooldown and its own steps. It holds no slot, so its caster may cast again at once and several fly at once. The game learns of the projectile from the order's outcome and Running, and flies and places it. The game's Report ends it: the hit's steps at the actor met, under a Contact, or Stopped Missed where it met nothing; with up to D, no report by then ends it Stopped Missed, on its projectile's clock (the one it names, else its own time); the projectile destroyed, or moved into a pile, ends it Stopped Gone; and any end destroys the projectile but its move into a pile, which leaves it standing there, an item. Lines under it: broken by and takes, then the hit's steps, which read the caster as it is at the hit, a ghost once it is gone, credited with what they do. Its target clause is target one, what it may hit, and its order may name none, a missile the game aims; or target point or target direction, a missile aimed at a place, the game told the aim (World.Running's place), which hits any actor the game reports, of either side, its hit's target the actor met and its own steps' the aim; its costs are written under the ability and paid as it is loosed (a cost under flies is refused, as its hit pays nothing), every and upfront are refused for it, and so is a clock STAT its archetype has no base for and the stat no default. A cast, and an auto, loose it as an order does, its activation begun on the caster; the game names its flight by its projectile (World.FlightOf). With at F, a speed in the space's distance a second, the world times it: as its phase goes on, the distance from its caster to what it was loosed at (an actor, or a point) over F, rounded up to a tick of its clock, is its length, and its arrival its hit, met as a report naming that actor would be, a reflect turning it back and timing it again; past its cap, or with no distance (a direction, none named, no place, no space, a speed of none), it flies as a flight with no speed does. F is read in the order's terms and may read projectile; pierces and bounces are refused with it. Said after windup or charge up, the phase before it looses it at its commit
Used: 28 statements in 28 definitions, 7 rows
with PROP = F, ...
properties the ability sets on its Activate as it starts, worked out in the order's terms then, carried down its chain and kept by its phase, so a flight's hit or a windup's commit reads the value at the launch as event.PROP; a property the ability takes is refused, and so is one its requirements, costs, reach or phase's length read, each worked out before the Activate carries it; it can't draw, since a draw is journaled under the event that drew it and it is worked out before its Activate exists: draw in the ability's steps
Used: 5 statements in 5 definitions, used by no row yet, rare
broken by FILTER [when F]
under a windup, a channel, a charge-up or a flight: the first event it hears that matches, the condition holding, ends the activation Broken, read as ends on is (holder the actor holding the phase: the caster, or under flies the projectile, its caster then source); ends on removes an effect, broken by stops an activation with a reason
Used: 38 statements in 36 definitions, 9 rows
pushed back D [at most N] by FILTER [when F]
under a windup only: each event it hears that matches, the condition holding, read as broken by is, steps the cast back D on its clock, D a constant longer than none: its elapsed less D, never below none, its length held, so its commit is due that much later, as a haste moves it, and remaining, elapsed and the cast bar show it; with at most N, a whole number 1 to 1000, only its first N pushes a cast move it, and a push past them, or at none elapsed, moves nothing. The journal says each push as a Duration of the phase, its time left before and after, under the event it heard. A channel's beats, a charge-up's charged and a flight's cap don't step back, so it is refused under them
Used: 2 statements in 2 definitions, used by no row yet, rare
every D [clock world | clock STAT]
under a channel only: a beat, the effect's every written in a phase, its first one interval in, a beat on the channel's last tick landing before its end. It beats on the channel's clock, or on the clock it names, apart from the channel's length: channel 6s clock world with every 1s clock CastSpeed lasts 6 s of the world's time while a haste quickens its beats; the channel's every blocks all name one clock or none does, and a clock on an effect's every is refused, as it runs on its effect's clock. Its interval is a constant longer than none, or a formula read again at each beat from the last, as an effect's is, self.beats the beats landed so far. Under it go cost clauses, then steps, loaded in the ability's scope with the beat's Pulse in hand: each beat asks the order's check again (not its requirements, cooldown or slot) with the beat's costs as its price, raises its Pulse, pays its costs and runs its steps at the target, under the Pulse; a refused check ends the channel Stopped
Used: 24 statements in 23 definitions, 3 rows
takes PROPS
under a flight only: the properties its report may carry, numbers and tags, which the catalog declares; a report carrying one it doesn't take is refused BadProperty, and the hit reads each as event.PROP through its Contact. A windup, a channel and a charge-up end at no report, so take nothing here
Used: 2 statements in 2 definitions, used by no row yet, rare
pierces [N]
under a flight only: a report naming an actor its clause takes raises a Contact and runs the hit's steps there, and while it has pierced fewer than N actors, any number with no N, the flight flies on; the next is its last. It meets each actor once: a report naming one it has flown on past is refused AlreadyMet, nothing run, and it flies on, so the game reports every overlap and keeps no list; World.Met reads them, and a save keeps them. Its end after a hit, by its cap or a report of nothing, is Finished, as a channel's; before one, Stopped Missed
Used: 1 statements in 1 definitions, used by no row yet, rare
bounces [N]
under a flight only: a report of nothing while it has bounced fewer than N times, any number with no N, is a bounce: the flight flies on, raising nothing, the report done naming no event; the next report of nothing ends it
Used: 0 statements in 0 definitions, used by no row yet, rare
lands
under a flight only: its end with no actor met, its cap or a report of nothing past its bounces, is its hit: a Contact naming no target, the hit's steps run there, so a fuse or a shell bursts where it lands, reading projectile
Used: 7 statements in 7 definitions, 2 rows (A108, A122), rare
cost POOL F
under a channel's every, before its steps: paid each beat before the steps, as a change tagged Cost, priced with the beat's other costs as an ability's are, and paid as priced; a beat that can't pay ends the channel Stopped Unpaid
Used: 17 statements in 17 definitions, 2 rows (A025, B073), rare
tags TAGS
tags every actor made from it carries
Used: 905 statements in 896 definitions, 180 rows
base STAT F
a stat's base before modifiers; under a pool's bound or drift it may read another actor through a link of its holder's or a global link (holder.owner.Power, world.LaneLength), what it reads following only that actor's own values, and the pool follows it
Used: 4916 statements in 1477 definitions, 266 rows
with POOL = F, ...
the amounts its pools start at, as a create's with gives them
Used: 947 statements in 627 definitions, 61 rows
full POOL...
pools that start at their maximum
Used: 1075 statements in 1046 definitions, 234 rows
pools POOL...
pools the actor has, starting at their minimum
Used: 671 statements in 663 definitions, 104 rows
has EFFECT [F]
an innate effect, with its stacks
Used: 3775 statements in 1331 definitions, 243 rows
grants ABILITIES [auto [by KEYS]]
abilities every actor made from it may use, or uses by itself
Used: 1142 statements in 1108 definitions, 237 rows
gives EFFECT...
effects an item gives the keeper of a granting pile it is in, each its own instance, from the item, taken back when it leaves
Used: 73 statements in 71 definitions, 20 rows
if F
the steps under it run if the formula isn't 0
Used: 364 statements in 254 definitions, 105 rows
else
after an if: the steps under it run otherwise
Used: 100 statements in 81 definitions, 30 rows
for each TARGETS [as NAME] | for each held(...) as NAME
the steps under it run once for each actor found, or for each instance held(...) finds, in its order; its name is its body's, and after it the word reads as it would with no loop. A name a step gives, here or by let or as, is never a root's word: holder, source, credit, target and it are refused
Used: 72 statements in 63 definitions, 29 rows
deal F [TAGS] [+ F TAGS]... to TARGETS [from ACTOR | sourceless] [with PROP = F, ...]
lowers each target's damage pool by a change tagged Damage, through the before rules; a portion's tag makes the amount that portion, and + adds another (deal 20 Physical + 8 Fire); from says whose it is, its source and credit (a pet's hit its owner's); sourceless, it has no source, so nothing of a thrower's reads it, and its credit stays the chain's: a charge's burst kills for whoever set it going
Used: 1202 statements in 1107 definitions, 326 rows
heal F [TAGS] to TARGETS [up to F] [from ACTOR | sourceless] [with PROP = F, ...]
raises each target's damage pool by a change tagged Heal; up to: not past that amount (a bandage healing only to 75)
Used: 149 statements in 147 definitions, 55 rows
gain POOL F [TAGS] [on TARGETS] [up to F] [with PROP = F, ...]
raises a pool by a change tagged Gain
Used: 344 statements in 292 definitions, 95 rows
lose POOL F [TAGS] [on TARGETS] [with PROP = F, ...]
lowers a pool by a change tagged Loss
Used: 101 statements in 93 definitions, 39 rows
set POOL F [on TARGETS]
brings a pool to an amount by a change tagged Set
Used: 291 statements in 229 definitions, 59 rows
apply EFFECT [F] [to TARGETS] [for D | for F turns | for F EVENT] [from ACTOR] [with VAR = F, ...] [as NAME]
puts an effect on each target through its Apply event, with stacks, a duration (a time, or a count of the event the effect counts, its holder's turns among them) and vars; from: the apply is that actor's, its source and credit (the threat a rogue's tricks hand the tank)
Used: 1254 statements in 1087 definitions, 355 rows
remove HANDLE [F] [as NAME] | EFFECT | all TAG [unless TAGS] | cooldown of ABILITY [F] [from TARGETS] [as NAME]
takes an effect off, or every effect carrying a tag (unless it carries another), or the cooldown of an ability named or held in a var (the last one used, reset), whole or by stacks, oldest first; or exactly one instance, by its handle (self, a var or name holding one, held(...)), refused Gone once it has ended; remove self, in an effect's rule, takes off the instance running it, and the rule ends there, since what ran it has gone
Used: 374 statements in 318 definitions, 127 rows
raise EVENT [of TARGETS] [by ACTOR] [tagged TAGS]
raises an event on each actor; by says whose doing it is (the holder's, if not said); tagged marks it, so a rule can pass it over (a retrigger its own rule raised). An activation's own events, a Commit, a Stopped, a Pulse, a Finished and a Contact, are raised by its record alone, and the Resolved that follows one by the world as the moment ends; each is refused here
Used: 148 statements in 143 definitions, 57 rows
create ARCHETYPE [F] [with LINK = ACTOR | POOL = F, ...] [in ACTOR.PILE | at PLACE] [as NAME]
makes actors, with the creator's links unless set, and pools set past what the archetype starts them at (a 3/3 token, a copy's wounds); in makes each an item at the bottom of a pile, never in play; at stands each where the place is, an actor's or a point (target or event.target where it holds one), read at the step, so loot made at a foe then destroying it lies where the foe was: the game's space stands it as its Create is raised, so its start rules and the rules hearing its Create read its place, and it is told placed, as a game's Placed would, before its start rules run; where the space can't stand it there, it stands nowhere and a fault says so; first a Make by the creator carries the archetype's tags and the count as its amount, which a before rule may change (twice as many tokens) or prevent, and each actor made is born with its own Create
Used: 228 statements in 214 definitions, 69 rows
destroy TARGETS
destroys actors at once: from then no query finds one, it does nothing, an order naming it is refused, has() of it answers 0 since it holds nothing, and its pools stand where they stood, read quietly, never refused; what they held is removed, and hears it. A rule hearing an event raised just before, as the long death rule's Died, reads it so: dies keeps it whole for its event's hearers
Used: 257 statements in 224 definitions, 81 rows
revive TARGETS [at F]
each fallen target's fall comes off, and it is back in play as it was before it fell; then its pool, the one the catalog's falls name, is set to F (its maximum if not said), held one above its least, by a change tagged Set. A target not fallen is left as it is, a refusal row saying so; one destroyed is gone for good
Used: 13 statements in 13 definitions, used by no row yet, rare
stop ACTOR [as NAME]
ends the actor's running activation Interrupted, a Stopped under this step's event crediting whoever stopped it; as NAME names the ability it stopped for the steps after it (none when nothing was running), which a step naming an ability takes as it takes event.ability
Used: 7 statements in 7 definitions, 2 rows (A099, A106), rare
let NAME = F | ACTOR
names a number or an actor for the steps after it
Used: 130 statements in 69 definitions, 34 rows
self.VAR = F | self.VAR += F | self.VAR -= F
changes a var of the effect running this rule
Used: 92 statements in 57 definitions, 29 rows
repeat F
the steps under it run that many times, the count worked out once (at most 1,000)
Used: 44 statements in 42 definitions, 15 rows
cast ABILITY | granted [TAGS] [at TARGETS] [free] [nocooldown] [with PROP = F, ...] [tagged TAGS] [as NAME] | cast event.ability again [free] [nocooldown] [tagged TAGS] [as NAME]
the holder uses an ability now, in this moment and this chain, with no grant needed: checked as an order is (free skips its costs, nocooldown its cooldown); an ability with a phase goes off at once too, with no phase, no activation and no slot, so a proc or an echo of Fireball lands now, while its caster winds up or not (a channel runs its own steps and pays its costs, with no beat; a charge-up reads the charged its chain carries, else 0; a flight goes off as it is loosed, so a cast looses it, its activation begun as an order's), its Activate tagged as said and carrying the chain's properties; once at each target (once, whatever at names, for an ability that takes none). event.ability is cast at the grant its activation used, so a reflected spell keeps its caster's level. granted: each ability this effect grants (having those tags). again: in a rule on Activate, Commit or Resolved, the activation heard once more, at the target it named and with its X (a copied card)
Used: 69 statements in 55 definitions, 22 rows
pick F from TABLE [using STREAM] [with ARG = F, ...] as NAME
draws that many rows from a table by weight (from the stream named, else the acting actor's own), then runs the steps under it once for each, the name naming the row: name.COLUMN reads a column, and where a step names an archetype, an effect or an ability, the name stands for the row's
withUsed: 24 statements in 24 definitions, 14 rows
outcome [out of N] [using STREAM]
one draw split into named bands, indented under it in order, each running its own steps; the journal keeps the band, and a forecast plays each
Used: 53 statements in 49 definitions, 26 rows
request COMMAND [TARGETS] [toward ACTOR] [by F]
asks the game's space to carry out a command on each target (the holder if not said), toward an actor (a point is one) and by an amount; what the space answers (a bump, a place set) is applied at once, in this chain. The request is its rule's actor's, in an effect its holder's: a Push requested in the effect on a foe drives the foe away from itself, so a push away from the giver is requested in a rule the giver holds
Used: 36 statements in 36 definitions, 16 rows
copy [TAGS] effects of ACTOR to TARGETS [as NAME] | copy HANDLE to TARGETS [as NAME]
applies to each target each effect the actor holds itself (carrying one of the tags), or exactly the one instance a handle names, with its stacks, time left and vars, through its Apply event, as the acting actor's apply; what an aura, a mirror or an item gave isn't copied
Used: 6 statements in 6 definitions, 3 rows
move ACTOR | all ACTOR.PILE to ACTOR.PILE [at top] | move ACTOR | all ACTOR.PILE to play
puts an item, or every item of a pile in order, into a pile, at its bottom unless at top, through a Move event carrying the pile's tag: out of the pile it was in, taking back what that gave, then given what a granting pile gives; an item put where it is, at the end asked for, or into a pile it keeps itself, moves nothing; to play takes it out of every pile into play, a card played onto the board, a unit out of its queue: a Move naming no pile, what its pile gave taken back, and it stands in play as one made does, its autos looking, for the game to place; one in play moves nothing
Used: 83 statements in 79 definitions, 39 rows
draw F from ACTOR.PILE to ACTOR.PILE [refill from ACTOR.PILE] [using STREAM]
moves the top item of one pile to the bottom of another, that many times; when the first is empty, refill moves the third's items into it and shuffles it, once a step; what isn't there isn't drawn
Used: 12 statements in 11 definitions, 6 rows
shuffle ACTOR.PILE [using STREAM]
puts a pile in a new order, drawn from the stream named, else the acting actor's own, each draw journaled
Used: 5 statements in 5 definitions, 4 rows
become ACTOR
the acting actor becomes a copy of another: its archetype, its pools as they stand, and the effects it holds itself or its items give it (a copy of a wielder holds its weapon's gifts as its own) with their stacks, time left and vars, while the actor's own effects end and its links stay; nothing is made, so nothing hears Create, and a Become event names whom it copied as its source
Used: 6 statements in 6 definitions, 3 rows
set link LINK [on TARGETS] to ACTOR | none
points a link of each target (the holder if not said) at an actor, or at none: a charm, a conversion, a new owner; a global link is pointed once
Used: 30 statements in 14 definitions, 7 rows
NAME [below F]
a band of an outcome, with its steps under it: below F bounds it from above, out of 1 unless the outcome says out of N; the last band takes the rest and says no bound; a band whose bound is under the one before it is empty
Used: 136 statements in 49 definitions, 26 rows
prevent [chain] [as NAME]
stops the event: nothing applies, and its line item takes all of it; in a rule naming some of a change's portions, it takes those alone; chain: every later event of its chain on the holder is blocked too, until the moment ends (a shield stopping an attack's statuses with its damage); as NAME keeps what it took for the steps below, where event.amount, which it leaves nothing, is refused
Used: 161 statements in 145 definitions, 59 rows
convert F of TAG to TAG
part of a change's portions of one type (a fraction, 50%) becomes a portion of another; the amount stays, and the defences after it read the new types; a stat by type read bare in F reads each portion's own member, F worked out once a portion
Used: 35 statements in 10 definitions, 5 rows
scale F
multiplies the event's amount; a stat by type read bare in F (1 - holder.Resist) reads the member for each portion the scale acts on, F worked out once a portion, and in a change in no portions the stat as a member with no base reads
Used: 268 statements in 192 definitions, 97 rows
event.PROP = F
sets a property on the event in flight, which everything in its chain reads: one imbued cast's every hit
Used: 24 statements in 22 definitions, 7 rows
No example in committed content.
scale duration F [floor | ceil | round] [on HANDLE]
multiplies the duration an Apply will install, whatever it counts, its time and its count of events alike, each made whole as it says (round as round() does), up if it says nothing (tenacity on a stun of two turns, 1.3 of them, floor: one); on HANDLE, anywhere, what one held instance has left, its time a reading of its clock kept exact
Used: 18 statements in 18 definitions, 9 rows
add duration D | add duration F turns | add duration F EVENT [on HANDLE]
adds to what an Apply will install in that unit, its time or its count of that event, a count a whole number (a tactician's buffs a turn longer); an Apply counting nothing in that unit is left alone; on HANDLE, anywhere, to what one held instance has left, with a row saying so
Used: 2 statements in 2 definitions, 1 rows (G332), rare
add F [as TAG]
adds to the event's amount; as TAG, into that type's portion, a new one if the change holds none of it, whatever portions the rule reaches (a share of physical as extra cold reads portion(Physical)); in a change in no portions, as the plain add
Used: 40 statements in 24 definitions, 12 rows
reduce F
takes from the event's amount, not below 0
Used: 9 statements in 9 definitions, 3 rows
at most F | at most duration D | at most duration F turns | at most duration F EVENT [on HANDLE]
caps the event's amount, or with duration what an Apply will install in that unit, its time or its count of that event (one counting nothing in that unit is left alone), or on HANDLE what one held instance has left
Used: 12 statements in 12 definitions, 6 rows
at least F
raises the event's amount to a floor
Used: 2 statements in 2 definitions, 1 rows (B055), rare
absorb [up to F] [into POOL | into self.VAR] [as NAME]
takes part of the amount, no more than F: into a pool or the effect's var, as much as it can spend (a pool's above its least), spent from it (a pool's by a Loss, as lose is), a shield in one line; as NAME keeps what it took for the steps below, which must read it
Used: 56 statements in 53 definitions, 21 rows
redirect to ACTOR | redirect to POOL
stops the change here and sends it on to another actor or pool, as the change it would have been, caused by it, with its source and its tags and a before phase of its own: a rule hearing those tags alone hears it again, so name the pool in its filter or say once per chain
Used: 22 statements in 20 definitions, 10 rows
What a formula may read: values, functions and fields.
chance(F)
1 with that probability, else 0: a draw, journaled
Used: 85 reads in 59 definitions, 32 rows
roll(F, F)
a whole number between the two, both included: a draw, journaled
Used: 30 reads in 20 definitions, 9 rows
has(ACTOR, EFFECT | TAG) | has(HANDLE)
1 if the actor holds the effect or carries the tag, or the instance a handle names is still held
Used: 622 reads in 465 definitions, 145 rows
held(ACTOR [having TAGS] [unless TAGS] [from ACTOR] [when F] [by ORDER])
the instances the actor holds itself (not an aura's, a mirror's or an item's gift), carrying every tag having names and none unless names, applied by that actor, passing the condition, in the order said, each read as it (it.stacks, it.remaining, it.elapsed, it.suspended, it.source, it.credit, it.VAR); where one is wanted, the first: a handle, not a number
Used: 7 reads in 5 definitions, used by no row yet, rare
ordered(ACTOR [, PROP])
1 if the actor holds an order for its turn (an effect's holds), else 0; with a property, the held order's: one its order gave, or its ability's with, worked out as it was held; the property's default where it carries none, 0 where none is held
Used: 3 reads in 2 definitions, used by no row yet, rare
No example in committed content.
stacks(ACTOR, EFFECT [, ACTOR])
the stacks of the actor's instances of an effect, summed; with a second actor, only of the instances it put on (its line on a threat table)
Used: 124 reads in 96 definitions, 35 rows
highest stacks(ACTOR, EFFECT [, ACTOR])
the most stacks one of the actor's instances of an effect holds (the top of a threat table), with a second actor of those it put on; 0 if it holds none
Used: 2 reads in 2 definitions, 1 rows (A024), rare
No example in committed content.
count(TARGETS) | count(held(...)) | count(ACTOR, EFFECT [, ACTOR]) | count(ACTOR, TAG)
how many: the actors a query finds (every enemy down is count(all enemies) == count(all enemies having Down)), the instances held(...) finds, the actor's instances of an effect (with a second actor, of those it put on), or the effects at work on it carrying a tag
Used: 152 reads in 80 definitions, 22 rows
sum(TARGETS, F) | sum(held(...), F)
the formula read for each actor a query finds, or each instance held(...) finds, as it, added; 0 over none. It is read once for each, can't draw, and holds no other aggregate over a query; its receipt is each one read and what it gave
Used: 8 reads in 6 definitions, used by no row yet, rare
highest(TARGETS, F) | highest(held(...), F)
the largest the formula gives for any actor a query finds, or any instance held(...) finds, each read as it; 0 over none, read and receipted as sum is
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
lowest(TARGETS, F) | lowest(held(...), F)
the smallest the formula gives for any actor a query finds, or any instance held(...) finds, each read as it; 0 over none, read and receipted as sum is
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
pow(F, N)
F to the power N, a whole number 1 to 9 written here, by squaring, each product rounded at the millionth, half to even; past what a number holds, 0 and a fault. A fractional power is pow and root together: pow(root(F), 3) is F to the 1.5
Used: 0 reads in 0 definitions, used by no row yet, rare
root(F [, N])
the N-th root of F, N a whole number 1 to 9 written here (2, the square root, if none): the largest six-place number whose power doesn't pass F, so an exact root is exact; an even root below 0 is 0 and a fault
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
min(F, F)
the smaller
Used: 68 reads in 53 definitions, 24 rows
max(F, F)
the larger
Used: 60 reads in 34 definitions, 13 rows
floor(F)
rounded down to a whole number
Used: 54 reads in 24 definitions, 14 rows
ceil(F)
rounded up to a whole number
Used: 9 reads in 3 definitions, 1 rows (A120), rare
round(F)
rounded to the nearest whole number, a half to the even one (2.5 is 2, 3.5 is 4)
Used: 2 reads in 2 definitions, 1 rows (G026), rare
trunc(F)
rounded toward zero
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
abs(F)
without its sign
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
clamp(F, F, F)
the first, kept between the second and the third
Used: 14 reads in 11 definitions, 7 rows
if(F, F, F)
the second if the first isn't 0, else the third
Used: 174 reads in 120 definitions, 37 rows
distance(PLACE, PLACE)
how far apart two places are, an actor or a point each, as the game's space says; -1 if either has no place
Used: 60 reads in 46 definitions, 27 rows
position(ACTOR)
an item's place in its pile, 1 the top; 0 if it is in none
Used: 20 reads in 15 definitions, 8 rows
active(ACTOR)
1 while the actor has an activation running in its slot (a windup or a charge-up it began and hasn't committed or stopped, a channel until it ends; never a missile in flight, which holds none), else 0; 0 from a windup's or a charge-up's commit on, so what the commit does reads the caster idle, and 1 through a channel's beats. An auto's requirement may not read it (a known limit)
Used: 4 reads in 4 definitions, 1 rows (A129), rare
remaining(ACTOR)
the ticks the activation active finds has left to its end, on its clock (its windup's, channel's or charge-up's), exact as self.remaining reads an effect's, so a cast's length said in its windup is said once; 0 with none running, for an endless channel, and for one in the moment it starts. Read where active is, and refused where it is
Used: 2 reads in 2 definitions, used by no row yet, rare
elapsed(ACTOR)
the ticks the activation active finds has run, on its clock, exact as self.elapsed reads an effect's, less what a pushback stepped back; 0 with none running. Read where active is, and refused where it is
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
fact(FACT, ACTOR, PLACE)
what the game's space answers about an actor and a place, another actor or a point (sight, behind, cover); 0 where it has no answer, or the place is none; asking changes nothing
Used: 74 reads in 53 definitions, 27 rows
CURVE(F)
a declared curve's value at a number
Used: 66 reads in 54 definitions, 25 rows
portion(TAG)
what the change in hand holds of a type now (its Fire portion); a change in no portions, its amount if it carries the tag
Used: 45 reads in 15 definitions, 4 rows
No example in committed content.
draw(STREAM)
a number from 0 up to 1 from a stream: a draw, journaled; the game's Peek shows it before it is drawn
Used: 22 reads in 6 definitions, 8 rows
TABLE(ACTOR | event, ACTOR | event)
a table looked up by tags: the product of the cells whose row is a tag the first carries and whose column a tag the second carries; 1 if none (a type chart)
Used: 20 reads in 10 definitions, 4 rows
X
the number the game gave the order (a card's X); 0 if it gave none
Used: 21 reads in 13 definitions, 4 rows
charged
the share of its cap a charge-up's clock had run as it went off, 0 to 1 (six places, at most 1), carried on its Commit and down its chain as a property is; 0 wherever its chain carries none. No order or cast may carry it
Used: 6 reads in 6 definitions, used by no row yet, rare
true
1
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
false
0
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
radius
the ability's radius, as its radius clause says; 0 if it has none
Used: 2 reads in 2 definitions, 2 rows (G299, G300), rare
NAME.done | NAME.made | NAME.merged | NAME.refused | NAME.REFUSAL
a step's result, as NAME last on an apply, a copy, a remove or a cast names it for the steps after it: each a count of the step's rows, one for each target an apply or a copy reaches, each instance a remove takes from, each ability a cast casts. done: made or merged, taken off, gone off; made: a new instance (a replace's newcomer); merged: added to one held; refused: each refused or blocked, whatever its reason; a refusal by its name, each refused for it. Set afresh each time the step runs; nothing done reads 0
Used: 0 reads in 0 definitions, used by no row yet, rare
No example in committed content.
ARCHETYPE.STAT
the base an archetype gives a stat, read with no actor: a number its content says, or the stat's default; a card's face reading the unit its play makes, a train's requirement the unit it trains
Used: 2 reads in 1 definitions, used by no row yet, rare
STAT except TAGS
the stat worked out without the terms of effects carrying any of those tags: a critical hit ignoring the attacker's lowered stages
Used: 4 reads in 2 definitions, 1 rows (G254), rare
event.sent
the amount as it was sent, before any before rule changed it
Used: 10 reads in 10 definitions, 4 rows
No example in committed content.
event.amount
the amount now, after the before rules so far
Used: 52 reads in 38 definitions, 17 rows
event.landed
how much of a change the pool took
Used: 138 reads in 109 definitions, 36 rows
event.overflow
how much of a change the pool's bound refused
Used: 60 reads in 28 definitions, 6 rows
event.before
the pool before a change
Used: 19 reads in 12 definitions, 5 rows
event.after
the pool after a change; the stacks an Apply or a Remove leaves (0: it ended)
Used: 21 reads in 14 definitions, 6 rows
event.grant.VAR
a var of the grant the activation this event descends from used: a stolen spell's level, a rank; an item's values are the item's, read as event.grant.source.Tier
Used: 2 reads in 2 definitions, 1 rows (A008), rare
self.stacks
the instance's stacks
Used: 77 reads in 62 definitions, 28 rows
self.remaining
ticks until it expires, 0 if it doesn't
Used: 3 reads in 3 definitions, 1 rows (B078), rare
self.elapsed
ticks since it was put on
Used: 2 reads in 2 definitions, 2 rows (G031, G112), rare
self.beats
a channel's own, in its every and its broken by: the beats it has run, all its every blocks together, 0 as it starts and counted as each beat's check passes, so an interval read after a beat's steps reads it counted; an effect's var named beats is read as its var
Used: 2 reads in 2 definitions, used by no row yet, rare
Lines of a play file: its own lines, then a play's steps. A play gives an effect as the game does wherever who gives it matters: an item's gift by making the item and moving it into its keeper's granting pile (make c Charm, then move c to h.Kit), a card's by the order that takes it, as the game gives it. An apply gives the effect straight, with another source than the game's, so a rule reading source passes there and reads otherwise in the game.
catalog CATALOG
the catalog the plays run in, read as check reads a path; the file's first line
Used: 214 statements in 214 files
row ID DEFS
the census's bookkeeping: which definitions of the catalog write one of the census's ids, read by ids, the covering set, forms by use and lines per ability; in the file's head, before its plays
Used: 861 statements in 861 definitions, 602 rows
play [IDS] [TEXT]
a scenario the harness plays, with expectations in the game's numbers, under the ids it plays and in words of its own
Used: 1639 statements in 1639 definitions, 602 rows
declined ROW TEXT
a row of the global census's this kernel can't express without a change to it, with why in plain words: its results say declined, with the reason
Used: 4 statements in 4 definitions, used by no row yet, rare
No example in committed content.
unobserved CHECK TEXT
a check of a row the plays encode that none of them can observe, with why: left out of the results, so unreported, and the why in the row's notes
Used: 91 statements in 91 definitions, used by no row yet, rare
No example in committed content.
seed N
the world's seed, so the play's draws are the ones its numbers expect
Used: 292 statements in 292 definitions, 167 rows
make NAME ARCHETYPE [with LINK = PLAYED, ...] [at N [N]]
makes an actor and names it for the play; at places it on the plane the play's space is
Used: 7431 statements in 1639 definitions, 602 rows
find NAME ARCHETYPE [flight NAME]
names for the play the newest live actor made from an archetype: one content made; where none lives, the step fails saying so and the play stops there, since its later steps name it; flight keeps the flight that actor holds, a projectile a cast or an auto loosed, as an act keeps one, for report, cancel and expect
Used: 185 statements in 112 definitions, 62 rows
place PLAYED N [N] [from N N][, PLAYED N [N] [from N N]]...
moves an actor on the plane, as a game places one, and tells the world (Placed), so its auto abilities ask again what they reach and those with it in reach look; several, each put on the plane and then told in one Placed naming them, as a game's frame tells its movers; from N N tells the path it came along, from that point, so an area it passed through between the two is heard crossed, and one told with none crosses nothing
Used: 160 statements in 93 definitions, 65 rows
act PLAYED ABILITY [at PLAYED... | at N N | toward N N] [using EFFECT | using PLAYED] [with PROP = N | PROP = TAG, ...] [id N] [answering PLAYED] [as NAME] [projectile NAME]
orders an activation, as a player would: at names its target, or a list's actors in their order; at two numbers names a point, a click on the ground, and toward two numbers a direction, a stick's aim, as the order's line writes them; using names the grant (the newest instance of that effect the caster holds, or the one an item gives the caster, and an item giving none is the order's refusal, NotGranted); X is a property every order has, and a tag property is given a tag by name; id names the count the activation will take, refused IdTaken where its caster has begun one at or past it; answering names the open choice the order answers, the oldest that actor is asked, as with choice = N; as keeps the activation it began under a name, as its caster's number and count, named again in whatever world the play is in; projectile names for the play the actor a flight's loosing made, by its number, as find names one, and a loosing that makes none stops the play there in words
Used: 3733 statements in 1300 definitions, 510 rows
apply EFFECT [N] to PLAYED [for D | for N turns | for N EVENT] [from PLAYED] [with VAR = N, ...]
orders an effect applied, that many stacks, with the vars it is given (a rank, a stolen spell's level; an item's values are the item's), as content's apply is written
Used: 1161 statements in 640 definitions, 288 rows
cancel KEPT
cancels an activation an act kept, as a game's button does: one that has ended is refused Gone
Used: 3 statements in 2 definitions, 2 rows (A131, A134), rare
release KEPT | release PLAYED ABILITY
releases an activation an act kept, as a game's button does: a charge-up goes off and a channel ends normally; a windup is refused NotHeld, and one that has ended Gone; or what the actor holds of the ability, found by the world with no handle kept, refused NotHeld where it holds none
Used: 13 statements in 12 definitions, 3 rows
report KEPT [met PLAYED] [with PROP = N | PROP = TAG, ...]
the game reporting what a missile an act kept met, as its body would: the actor met, one gone or none named being nothing met, a miss, with the properties its flight takes
Used: 37 statements in 25 definitions, 5 rows
remove EFFECT from PLAYED [N]
orders an effect removed, whole or that many stacks
Used: 38 statements in 30 definitions, 32 rows
raise EVENT of PLAYED [by PLAYED]
orders one of the content's events raised; an activation's own, a Commit, a Stopped, a Pulse, a Finished and a Contact, are refused
Used: 603 statements in 248 definitions, 134 rows
deal N to PLAYED [from PLAYED] [TAGS]
deals an amount, as a game does for a trap or a fall
Used: 650 statements in 311 definitions, 183 rows
set PLAYED.POOL = N
sets an actor's pool, as a game gives a scenario's starting values (a medic at 50 energy) or a debug key does, through a change carrying Set from no source; a stat is no pool: its base and the modifiers an effect gives make it
Used: 89 statements in 69 definitions, used by no row yet, rare
destroy PLAYED
orders an actor destroyed
Used: 24 statements in 18 definitions, 15 rows
move PLAYED to PLAYED.PILE [at top] | move PLAYED to play
puts an item into a pile an actor keeps, as a game deals, buys or equips; to play takes it out of every pile into play, as a game plays a card onto the board
Used: 353 statements in 150 definitions, 54 rows
link PLAYED LINK PLAYED | link LINK PLAYED
points an actor's link at another, or a global link at an actor, as a game arranges its actors
Used: 411 statements in 321 definitions, 178 rows
fact FACT PLAYED PLAYED [N] | fact FACT PLAYED N N [N]
what the play's space answers about two actors, or an actor and a point, from now on (1 if no number): a game's sight, flanking or cover, or a cell's sight; the world is told of each actor, as by place
Used: 140 statements in 87 definitions, 41 rows
advance D | advance to D
moves the clock on by a duration, or to a time from the start
Used: 1704 statements in 714 definitions, 380 rows
save [NAME]
saves the world and plays on from the restored copy, as a quickload would; a name keeps the save, so a rewind can go back to it past later ones
Used: 535 statements in 533 definitions, 580 rows
rewind [to NAME] [keeping]
puts the world back as it was at the save named, or the last save taken or rewound to, the game's space with it, as a game keeping its saves rewinds a turn; keeping carries over from the world it replaces what the content declares kept, a count the rewind spends and draws it doesn't put back
Used: 16 statements in 9 definitions, 5 rows
carry PLAYED...
carries the named actors into a new world of the same catalog, as a game begins the next fight or mission: each captured with what it holds and admitted there under its name, in order, the space empty; what stays behind is every other actor and their links and piles
Used: 5 statements in 5 definitions, 5 rows
reseed STREAM N
starts a named stream again from the world's seed, its name and the number, as a game does so a replay comes out differently
Used: 3 statements in 1 definitions, 1 rows (G081), rare
draw N from TABLE using STREAM [for PLAYED] [with ARG = N, ...]
the game's draw from a table, as it fills a room or puts up offers: that many rows by weight on the stream, among those its arguments and conditions allow, read as for the actor named; expect drawn reads what came
withUsed: 18 statements in 9 definitions, 14 rows
repeat N
the steps indented under it, that many times
Used: 125 statements in 91 definitions, 62 rows
expect done | expect refused [REASON] [TEXT] [need N] [have N] [element N] | expect already | expect fault REASON [in RULE] | expect fault TEXT | expect PLAYED.VALUE CMP N | expect PLAYED.PILE CMP N | expect PLAYED in PLAYED.PILE [at N] | expect PLAYED at N [N] | expect distance PLAYED PLAYED CMP N | expect PLAYED.LINK CMP PLAYED | expect max PLAYED.VALUE CMP N | expect PLAYED has HELD [N] [from PLAYED] | expect PLAYED lacks HELD | expect PLAYED gone | expect PLAYED alive | expect PLAYED active ABILITY [elapsed D] [remaining D | remaining none] [next beat D | next beat none] | expect PLAYED idle | expect KEPT running [elapsed D] [remaining D | remaining none] [at N N | toward N N] [pierced N] [bounced N] | expect KEPT ended | expect PLAYED stopped ABILITY STOP | expect PLAYED finished ABILITY | expect PLAYED remaining EFFECT [CMP] D | expect PLAYED remaining EFFECT [CMP] N turns | expect PLAYED remaining EFFECT [CMP] N EVENT | expect PLAYED remaining EFFECT [= | !=] never | expect PLAYED can ABILITY [at PLAYED] | expect PLAYED cannot ABILITY [at PLAYED] [REASON] | expect [no] event EVENT [of PLAYED] [credited to PLAYED] [landed] [N times] [tagged TAGS] | expect event EVENT [of PLAYED] [credited to PLAYED] [landed] [tagged TAGS] before event EVENT [of PLAYED] [credited to PLAYED] [landed] [tagged TAGS] | expect rolled N... | expect peek STREAM CMP N | expect drawn ROW... | expect drawn nothing | expect count ARCHETYPE CMP N | expect choices [as PLAYED [seeing PLAYED, ...]] CMP N [answers N] | expect coverage EFFECT [rule N] heard|fired|changed|applied CMP N | expect coverage ABILITY used|refused CMP N | expect coverage ARCHETYPE made CMP N | expect preview PLAYED ABILITY [at PLAYED] [over N beats] PLAYED.VALUE CMP N | expect preview report KEPT [met PLAYED] [with PROP = N | PROP = TAG, ...] PLAYED.VALUE CMP N | expect forecast PLAYED ABILITY [at PLAYED] [with PROP = N, ...] BANDS | if PLAYED.VALUE CMP N CMP N
what must hold here, in the game's own numbers: about the last order (a refusal's need and have, what was wanted and what there was), a fault the step before made (a chain the world ended, ChainBudget in the rule that looped; a fault no line expects fails the play, each line expecting the faults it matches alone), a value, where an actor stands on the play's plane (exactly; one number is N 0, as make's at), what is held, what runs (an activation of that ability, or none, and what its cast bar draws: its elapsed time on its clock, the world's time left, none for an endless channel, and to its next beat, none where none is due; or an activation an act kept, in the slot or in flight, running or ended, and of a flight the point or the direction it was aimed at and the actors it pierced and the walls it bounced off so far), what happened since the last step (a Stopped of the actor's activation of that ability, with that reason, or its Finished, a channel's normal end), what a preview leaves (over N beats: ordered, and advanced to its next beat that many times, as a game's body would; a report, given as the game's body would), the open choices a host lists and the answers they give, or a side's as it sees the world, seeing the actors named or every actor, what the coverage instrument counted over the play (a rule, the Nth its effect writes, heard, fired or changed; an effect applied; an ability used or refused; an archetype made); a line with a number ends with where it came from: from ROW: ARITHMETIC (one expression for each number, parted by ';', over the words holding each number, in the row, another row named by in ROW or a step above; a content value by its name; a count of the steps played; a rounding the row states, floor, ceil, round or trunc; 0 and 1), from v2 PATH, from content: WHY or from a run: WHY; a line with no number may end with one of the last three, kept for the list as a number's is, and never with a row's, which has no number to work out; a line with a number and no source is refused in ledger-v3's own plays, and in a game's own, outside its root, listed as a warning with every other, the play running; expect event A before event B holds where the first A since the last order came before the first B, each picked out as an event line picks it, both having come
Used: 6440 statements in 1087 definitions, 602 rows
observe CHECK BODY | observe CHECK stacks PLAYED HELD | observe CHECK TEXT when BODY
what the play finds for a check of the global census's rows, by its id: a number the body reads, or whether what it says holds, or with stacks, how many of an effect an actor holds, 0 where none; or with when, the words if it holds and not the words if it doesn't; it observes and never fails, so a value other than the row's is scored, not refused; an order's answer observed is its answer expected; what it reads of an actor that is gone is left out, with why, never written false; ledger play --results writes each in the results file
Used: 2593 statements in 1023 definitions, used by no row yet, rare
No example in committed content.
covers ITEMS
what this play stands for in the covering set: a concept, a gap, a challenge's decision, a strain
Used: 108 statements in 108 definitions, 112 rows