Ledger v3 · C# · Godot 4.7 Get started
The reference

Every form of the language, 212 in all.

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.

Statements

Lines of a content file: declarations, definitions, and the lines written under them.

file

filestages

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

NAMES
one or more new names, declared here

Used: 106 statements in 103 files

content/cookbook/backbone.ledger, line 17stages Attack Armour Resistance

filestat

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

NAME
a new name, declared here
OPTIONS
a value's options: whole [ROUNDING], min, max, default N (a stat's base where an archetype says none), regen STAT [per D], refill N every D (stepped: N at a time, keeping its phase when spent, its period exact, so under a tick it refills more than once a tick), clock world (a pool drifting at the world's pace, whatever its holder's), rise heal or rise keep (as its maximum rises, rise heal raises the amount as much, so a bigger MaxHealth heals the difference; rise keep leaves the amount where it stood, as a pool with no rise said does: neither is a heal of anything else), fall clamp (as its maximum falls, the amount is lowered only if it is above the new one, as every pool's is: said for the reader), kept (a pool a restore replacing a world carries over from it, a rewind's count; nothing may wait on it: no drift, band, auto or modifier reading it)

Used: 1152 statements in 216 files

filepool

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

NAME
a new name, declared here
OPTIONS
a value's options: whole [ROUNDING], min, max, default N (a stat's base where an archetype says none), regen STAT [per D], refill N every D (stepped: N at a time, keeping its phase when spent, its period exact, so under a tick it refills more than once a tick), clock world (a pool drifting at the world's pace, whatever its holder's), rise heal or rise keep (as its maximum rises, rise heal raises the amount as much, so a bigger MaxHealth heals the difference; rise keep leaves the amount where it stood, as a pool with no rise said does: neither is a heal of anything else), fall clamp (as its maximum falls, the amount is lowered only if it is above the new one, as every pool's is: said for the reader), kept (a pool a restore replacing a world carries over from it, a rewind's count; nothing may wait on it: no drift, band, auto or modifier reading it)

Used: 813 statements in 216 files

content/cookbook/again.ledger, line 7pool Health max MaxHealth

filetags

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 222 statements in 197 files

fileevent

event NAMES

declares the game's own events (a turn starting, a death), raised by the game or by content

NAMES
one or more new names, declared here

Used: 147 statements in 141 files

filelink

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)

NAMES
one or more new names, declared here

Used: 273 statements in 170 files

fileturn

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

EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names

Used: 20 statements in 20 files

filetime

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

STAT
a declared stat

Used: 2 statements in 2 files, rare

filephases

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

STAT
a declared stat

Used: 11 statements in 11 files

fileprop

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

NAME
a new name, declared here
N
a number
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 118 statements in 55 files

filecategories

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

NAMES
one or more new names, declared here

Used: 6 statements in 6 files

guide/ledger-author/witnesses/strongest.ledger, line 5categories Slows

filecurve

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)

NAME
a new name, declared here

Used: 50 statements in 50 definitions, 25 rows

fileportions

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 20 statements in 20 files

content/cookbook/backbone.ledger, line 10portions Physical Fire Cold Lightning

filepile

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

NAMES
one or more new names, declared here

Used: 75 statements in 45 files

filecommand

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

NAMES
one or more new names, declared here

Used: 23 statements in 23 files

godot/arpg/content/arena.ledger, line 26command Push

filestream

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

NAMES
one or more new names, declared here

Used: 21 statements in 21 files

filetable

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

NAME
a new name, declared here
NAMES
one or more new names, declared here

Used: 59 statements in 59 definitions, 18 rows

godot/arpg/content/act2.ledger, line 133table Bases2 with slot

fileeffect

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

NAME
a new name, declared here
PARENT
what a definition is made from: a definition of its kind, whose clauses come first, or a template with its arguments, TEMPLATE(ARGS)

Used: 2783 statements in 2783 definitions, 542 rows

fileability

ability NAME [from PARENT]

what an actor can be ordered to do: its target, requirements, costs, cooldown and steps

NAME
a new name, declared here
PARENT
what a definition is made from: a definition of its kind, whose clauses come first, or a template with its arguments, TEMPLATE(ARGS)

Used: 1875 statements in 1875 definitions, 458 rows

filearchetype

archetype NAME [from PARENT]

what an actor is made from: its tags, starting values, innate effects and granted abilities

NAME
a new name, declared here
PARENT
what a definition is made from: a definition of its kind, whose clauses come first, or a template with its arguments, TEMPLATE(ARGS)

Used: 2024 statements in 2024 definitions, 346 rows

filetemplate

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

NAME
a new name, declared here
PARAMS
a template's parameters: names, separated by commas, each standing in its clauses for what a use gives

Used: 121 statements in 70 files

content/cookbook/mechanics/bank.ledger, line 32template ability Train(kind, price)

filefrom

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

TEMPLATE
a declared template

Used: 0 statements in 0 files, rare

No example in committed content.

fileextend

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

EFFECT
a declared effect
ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)
ARCHETYPE
a declared archetype
TABLE
a declared table
TEMPLATE
a declared template

Used: 8 statements in 8 definitions, 12 rows

content/mods/deep.ledger, line 31extend table CinderMonsters

filereplace

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

EFFECT
a declared effect
ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)
ARCHETYPE
a declared archetype
TABLE
a declared table
NAMES
one or more new names, declared here
TEMPLATE
a declared template
PARAMS
a template's parameters: names, separated by commas, each standing in its clauses for what a use gives

Used: 1 statements in 1 definitions, 2 rows (G011, G071), rare

content/v2/frost.ledger, line 47replace effect Chill

curve

table

tablewhen

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 25 statements in 25 definitions, 3 rows

content/v2/cinder.ledger, line 61when depth >= first and not has(for, it) and count(for, Skill) < 4

tablerow

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

ROW
what a row names: an archetype, an effect, an ability, a tag, or a name of its own
N
a number
COLUMN
a column's name, declared by a row saying it
WORD
a name a column holds, for the game to read
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 591 statements in 60 definitions, 18 rows

content/mods/deep.ledger, line 32Slagwyrm weight 6 depth 13 to 15 rank 1

effect

effectvar

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

NAME
a new name, declared here
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 199 statements in 165 definitions, 73 rows

effecttags

tags TAGS

the effect's tags, which its holder carries while it is at work

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 909 statements in 909 definitions, 229 rows

effectstack

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%)

MODE
a stacking mode: add, separate, refresh, extend, ignore or replace
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
FULL
what a full stack does: refuse, oldest or shortest
N
a number

Used: 637 statements in 637 definitions, 216 rows

effectlasts

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)

Used: 596 statements in 592 definitions, 208 rows

content/cookbook/arrows.ledger, line 18lasts 1s * distance(holder.owner, holder.victim) / 10

effectclock

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

STAT
a declared stat

Used: 0 statements in 0 definitions, used by no row yet, rare

guide/ledger-author/witnesses/forms/cast.ledger, line 29clock world

effectends on

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

FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 127 statements in 123 definitions, 50 rows

effectdies

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

POOL
a declared pool
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names

Used: 106 statements in 104 definitions, 11 rows

effectfalls

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

POOL
a declared pool
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names

Used: 17 statements in 17 definitions, used by no row yet, rare

effectprevents

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

effecteach

each FILTER removes F

each matching event spends that many stacks; the effect ends at zero

FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 14 statements in 14 definitions, 6 rows

content/cookbook/stacks.ledger, line 101each Damage of holder removes 1

effectgrants

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

ABILITIES
one or more declared abilities
KEYS
how an auto ability ranks targets, joined by then: a tag (its holders first), highest VALUE, lowest VALUE, nearest, furthest; also highest F or lowest F, a formula read of each candidate as it: on an auto's grant with the auto's holder, in a query in its rule's or ability's terms, so a sort keeps no stat to be a key (by highest ordered(it, Priority) then highest it.Speed); a key reads only, so it can't draw; ties go to the lower actor number
VAR
a var the effect declares (with grant: a var the granting effect declares)

Used: 219 statements in 218 definitions, 84 rows

effectanswers

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)

ABILITIES
one or more declared abilities
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)

Used: 0 statements in 0 definitions, used by no row yet, rare

guide/ledger-author/witnesses/forms/choice.ledger, line 18answers ReactionShot HoldFire at source

effectholds

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names

Used: 1 statements in 1 definitions, used by no row yet, rare

No example in committed content.

effectblocks

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

EVENT-OR-TAGS
an event, or one or more tags an event carries
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
VAR
a var the effect declares (with grant: a var the granting effect declares)
WHO
from whom: enemies, others, allies or anyone, each side in the singular as well (enemy, other, ally, other ally)

Used: 242 statements in 183 definitions, 66 rows

content/cookbook/guards.ledger, line 55blocks Apply unless Unblockable having Harmful from others

effectsuspends

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)

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 12 statements in 12 definitions, 7 rows

content/v2/td.ledger, line 157suspends all except Kit

effectaura

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

EFFECT
a declared effect
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
POOL
a declared pool
CMP
a comparison: =, !=, <, <=, >, >=
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 94 statements in 78 definitions, 32 rows

content/cookbook/chains.ledger, line 45aura Coin on all others within 3 every 1t

effectorder

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 75 statements in 75 definitions, 19 rows

effectexclusive

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 56 statements in 56 definitions, 11 rows

effectmirror

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 6 statements in 6 definitions, 3 rows

guide/ledger-author/witnesses/forms/turns.ledger, line 17mirror Kit effects of holder.friend

effectreflects

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 3 statements in 3 definitions, 1 rows (A146), rare

effectbefore

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

FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)
STAGE
a declared stage
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 609 statements in 470 definitions, 183 rows

content/cookbook/arrows.ledger, line 59before Arrived of holder credit holder

effectafter

after FILTER [once per chain] [credit holder] [when F]

a rule that reacts after the event, in the moment's queue

FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 914 statements in 749 definitions, 238 rows

content/cookbook/again.ledger, line 14after Depleted Health of holder

effectevery

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)

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)

Used: 135 statements in 135 definitions, 54 rows

effectend

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)

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 36 statements in 36 definitions, 18 rows

effectexpire

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

effectlink override

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)

LINK
a declared link
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 6 statements in 6 definitions, 3 rows

effectmodifier

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

STAT
a declared stat
OP
a modifier's operation: + N, - N (an add), + N% and - N% (a percent, or a percent times a formula: + 20% * stacks(holder.owner, Research)), x N, = N, base N, at least N, at most N. A percent scales and never adds: every percent on the stat is summed into one factor on its base plus its adds, so + 10% and + 20% are x 1.3, not x 1.32, and on a base of 0 they add nothing; to add a share of another value, + F * N%. x N factors multiply one by one, after the percents
CATEGORY
a declared category

Used: 950 statements in 768 definitions, 230 rows

ability

abilitytags

tags TAGS

the ability's tags, which its activation carries

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 803 statements in 803 definitions, 202 rows

abilitytarget

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
N
a number

Used: 1265 statements in 1265 definitions, 355 rows

abilitytakes

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

PROPS
one or more declared properties, separated by commas

Used: 46 statements in 46 definitions, 16 rows

abilityrequires

requires F [else TEXT]

a condition checked before anything is paid; refused with its text and the numbers it compared

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TEXT
quoted text

Used: 470 statements in 414 definitions, 123 rows

content/cookbook/mechanics/blizzard.ledger, line 47requires active(target) > 0 else "not casting"

abilitycost

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

POOL
a declared pool
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
LINK
a declared link

Used: 465 statements in 456 definitions, 141 rows

abilitycooldown

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
STAT
a declared stat

Used: 415 statements in 415 definitions, 164 rows

abilityradius

radius F

the area its steps read as radius, and what a game draws as its circle

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 8 statements in 8 definitions, 6 rows

abilityoff cast

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

abilitywindup

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
STAT
a declared stat

Used: 65 statements in 65 definitions, 15 rows

abilitychannel

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
STAT
a declared stat

Used: 27 statements in 27 definitions, 5 rows

abilitycharge

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
STAT
a declared stat

Used: 6 statements in 6 definitions, used by no row yet, rare

godot/arpg/content/chargedarrow.ledger, line 11charge up to 1.5s

abilityflies

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

ARCHETYPE
a declared archetype
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
STAT
a declared stat

Used: 28 statements in 28 definitions, 7 rows

content/cookbook/mechanics/bolt.ledger, line 35flies FireMote at projectile.Speed up to 4s

abilitywith

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

PROP
a declared property; charged is built in, read as a bare word, and nothing sets it
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 5 statements in 5 definitions, used by no row yet, rare

phase

phasebroken by

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

FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 38 statements in 36 definitions, 9 rows

content/cookbook/mechanics/beam.ledger, line 33broken by Damage of holder when event.landed >= 40

phasepushed back

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
N
a number
FILTER
an event: a kind or tag (any: every event; a Resolved, an activation once all it set off has settled, a Commit, an ability going off, a Stopped, an activation that waited ending before it went off or a channel stopped, a Pulse, a channel's beat (after Pulse by holder having Spell), a Finished, a channel run its course (after Finished by holder having Spell), and a Contact, a missile's hit the game reported (after Contact by holder having Spell), only by their names; an Enter, a Leave and a Cross, an aura's area entered, left, or passed through between two places a Placed told (after Enter, its holder's own area, event.source who came in; after Enter by holder, its holder entering any), each heard by an after rule naming it alone), a pool, having and unless tags (having asks for every tag it names, and unless refuses any), prevented, and whose (of: Damage of holder; by: Damage by enemies; credited to; and targeting: one its activation named; each naming an actor, or a side as WHO does; saying none, of holder, so a field hearing every battler says of anyone; to for of and from for by are refused)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 2 statements in 2 definitions, used by no row yet, rare

content/cookbook/mechanics/casting.ledger, line 27pushed back 0.5s at most 3 by Damage of holder when event.landed > 0

phaseevery

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
STAT
a declared stat

Used: 24 statements in 23 definitions, 3 rows

phasetakes

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

PROPS
one or more declared properties, separated by commas

Used: 2 statements in 2 definitions, used by no row yet, rare

content/gate/skillshot.ledger, line 56takes Headshot

phasepierces

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

N
a number

Used: 1 statements in 1 definitions, used by no row yet, rare

phasebounces

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

N
a number

Used: 0 statements in 0 definitions, used by no row yet, rare

guide/ledger-author/witnesses/forms/flight.ledger, line 23bounces 1

phaselands

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

beat

beatcost

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

POOL
a declared pool
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 17 statements in 17 definitions, 2 rows (A025, B073), rare

archetype

archetypetags

tags TAGS

tags every actor made from it carries

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 905 statements in 896 definitions, 180 rows

archetypebase

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

STAT
a declared stat
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 4916 statements in 1477 definitions, 266 rows

archetypewith

with POOL = F, ...

the amounts its pools start at, as a create's with gives them

POOL
a declared pool
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 947 statements in 627 definitions, 61 rows

content/cookbook/caster.ledger, line 28with Vigor = holder.MaxVigor * holder.Grit / 100

archetypehas

has EFFECT [F]

an innate effect, with its stacks

EFFECT
a declared effect
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 3775 statements in 1331 definitions, 243 rows

archetypegrants

grants ABILITIES [auto [by KEYS]]

abilities every actor made from it may use, or uses by itself

ABILITIES
one or more declared abilities
KEYS
how an auto ability ranks targets, joined by then: a tag (its holders first), highest VALUE, lowest VALUE, nearest, furthest; also highest F or lowest F, a formula read of each candidate as it: on an auto's grant with the auto's holder, in a query in its rule's or ability's terms, so a sort keeps no stat to be a key (by highest ordered(it, Priority) then highest it.Speed); a key reads only, so it can't draw; ties go to the lower actor number

Used: 1142 statements in 1108 definitions, 237 rows

archetypegives

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

EFFECT
a declared effect

Used: 73 statements in 71 definitions, 20 rows

step

stepif

if F

the steps under it run if the formula isn't 0

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 364 statements in 254 definitions, 105 rows

content/cookbook/caster.ledger, line 66if chance(holder.Rank / 4)

stepfor each

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
NAME
a new name, declared here

Used: 72 statements in 63 definitions, 29 rows

guide/ledger-author/witnesses/pile-top.ledger, line 12for each up to 1 items in source.Queue as next

stepdeal

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it

Used: 1202 statements in 1107 definitions, 326 rows

content/cookbook/arrows.ledger, line 24deal holder.Payload Physical to event.subject from holder.owner

stepheal

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)

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it

Used: 149 statements in 147 definitions, 55 rows

stepgain

gain POOL F [TAGS] [on TARGETS] [up to F] [with PROP = F, ...]

raises a pool by a change tagged Gain

POOL
a declared pool
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it

Used: 344 statements in 292 definitions, 95 rows

steplose

lose POOL F [TAGS] [on TARGETS] [with PROP = F, ...]

lowers a pool by a change tagged Loss

POOL
a declared pool
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it

Used: 101 statements in 93 definitions, 39 rows

stepset

set POOL F [on TARGETS]

brings a pool to an amount by a change tagged Set

POOL
a declared pool
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)

Used: 291 statements in 229 definitions, 59 rows

content/cookbook/again.ledger, line 31set Health holder.MaxHealth / 2

stepapply

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)

EFFECT
a declared effect
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
VAR
a var the effect declares (with grant: a var the granting effect declares)
NAME
a new name, declared here

Used: 1254 statements in 1087 definitions, 355 rows

stepremove

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

HANDLE
one held instance: held(...) (the first it finds), self (the instance running the rule), self.VAR (a var of kind instance) or a name let or for each holds one in; refused Gone once its instance has ended, never another of its effect
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
NAME
a new name, declared here
EFFECT
a declared effect
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)

Used: 374 statements in 318 definitions, 127 rows

stepraise

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

EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 148 statements in 143 definitions, 57 rows

stepcreate

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

ARCHETYPE
a declared archetype
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
LINK
a declared link
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
POOL
a declared pool
PILE
a declared pile, named on the actor keeping it (holder.Hand); in a formula, how many items it holds; an item carries its pile's tag while it is there
PLACE
a place: an actor, or target and event.target where they hold a point (an ability whose clause takes a point, and its own events); read as a query's of, a shape's toward and distance's arguments. A direction is no place, and stands only after toward
NAME
a new name, declared here

Used: 228 statements in 214 definitions, 69 rows

content/cookbook/arrows.ledger, line 34create Arrow with owner = holder, victim = target, Payload = 10

stepdestroy

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)

Used: 257 statements in 224 definitions, 81 rows

steprevive

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 13 statements in 13 definitions, used by no row yet, rare

stepstop

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
NAME
a new name, declared here

Used: 7 statements in 7 definitions, 2 rows (A099, A106), rare

steplet

let NAME = F | ACTOR

names a number or an actor for the steps after it

NAME
a new name, declared here
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 130 statements in 69 definitions, 34 rows

stepself

self.VAR = F | self.VAR += F | self.VAR -= F

changes a var of the effect running this rule

VAR
a var the effect declares (with grant: a var the granting effect declares)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 92 statements in 57 definitions, 29 rows

steprepeat

repeat F

the steps under it run that many times, the count worked out once (at most 1,000)

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 44 statements in 42 definitions, 15 rows

stepcast

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)

ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
NAME
a new name, declared here

Used: 69 statements in 55 definitions, 22 rows

content/cookbook/mechanics/watch.ledger, line 39cast ReactionShot at event.subject free

steppick

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TABLE
a declared table
STREAM
a declared stream
ARG
an argument the table declares with with
NAME
a new name, declared here

Used: 24 statements in 24 definitions, 14 rows

godot/arpg/content/act2.ledger, line 181pick 1 from Loot2 using Loot as l

stepoutcome

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

N
a number
STREAM
a declared stream

Used: 53 statements in 49 definitions, 26 rows

steprequest

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

COMMAND
a declared command
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 36 statements in 36 definitions, 16 rows

godot/arpg/content/act2.ledger, line 102request Push all enemies having Unit within 6 of holder by 3

stepcopy

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

TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
NAME
a new name, declared here
HANDLE
one held instance: held(...) (the first it finds), self (the instance running the rule), self.VAR (a var of kind instance) or a name let or for each holds one in; refused Gone once its instance has ended, never another of its effect

Used: 6 statements in 6 definitions, 3 rows

guide/ledger-author/witnesses/forms/choice.ledger, line 28copy effects of source to holder

stepmove

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PILE
a declared pile, named on the actor keeping it (holder.Hand); in a formula, how many items it holds; an item carries its pile's tag while it is there

Used: 83 statements in 79 definitions, 39 rows

stepdraw

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PILE
a declared pile, named on the actor keeping it (holder.Hand); in a formula, how many items it holds; an item carries its pile's tag while it is there
STREAM
a declared stream

Used: 12 statements in 11 definitions, 6 rows

content/cookbook/mechanics/deck.ledger, line 46draw 1 from holder.Deck to holder.Discard

stepshuffle

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PILE
a declared pile, named on the actor keeping it (holder.Hand); in a formula, how many items it holds; an item carries its pile's tag while it is there
STREAM
a declared stream

Used: 5 statements in 5 definitions, 4 rows

content/cookbook/mechanics/deck.ledger, line 29shuffle holder.Deck using Shuffle

stepbecome

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 6 statements in 6 definitions, 3 rows

guide/ledger-author/witnesses/forms/turns.ledger, line 46become target

stepset link

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

LINK
a declared link
TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 30 statements in 14 definitions, 7 rows

content/cookbook/arrows.ledger, line 61set link victim on event.source to event.source.owner

outcome

outcomeband

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

NAME
a new name, declared here
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 136 statements in 49 definitions, 26 rows

before

beforeprevent

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

NAME
a new name, declared here

Used: 161 statements in 145 definitions, 59 rows

beforeconvert

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)

Used: 35 statements in 10 definitions, 5 rows

content/cookbook/portions.ledger, line 48convert 50% of Physical to Fire

beforescale

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 268 statements in 192 definitions, 97 rows

beforeevent

event.PROP = F

sets a property on the event in flight, which everything in its chain reads: one imbued cast's every hit

PROP
a declared property; charged is built in, read as a bare word, and nothing sets it
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 24 statements in 22 definitions, 7 rows

No example in committed content.

beforescale duration

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
HANDLE
one held instance: held(...) (the first it finds), self (the instance running the rule), self.VAR (a var of kind instance) or a name let or for each holds one in; refused Gone once its instance has ended, never another of its effect

Used: 18 statements in 18 definitions, 9 rows

content/cookbook/time.ledger, line 33scale duration 100 / (100 + holder.AbilityHaste)

beforeadd duration

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

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
HANDLE
one held instance: held(...) (the first it finds), self (the instance running the rule), self.VAR (a var of kind instance) or a name let or for each holds one in; refused Gone once its instance has ended, never another of its effect

Used: 2 statements in 2 definitions, 1 rows (G332), rare

beforeadd

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)

Used: 40 statements in 24 definitions, 12 rows

beforeat most

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
HANDLE
one held instance: held(...) (the first it finds), self (the instance running the rule), self.VAR (a var of kind instance) or a name let or for each holds one in; refused Gone once its instance has ended, never another of its effect

Used: 12 statements in 12 definitions, 6 rows

beforeat least

at least F

raises the event's amount to a floor

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 2 statements in 2 definitions, 1 rows (B055), rare

guide/ledger-author/witnesses/forms/turns.ledger, line 33at least 10

beforeabsorb

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
POOL
a declared pool
VAR
a var the effect declares (with grant: a var the granting effect declares)
NAME
a new name, declared here

Used: 56 statements in 53 definitions, 21 rows

beforeredirect

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
POOL
a declared pool

Used: 22 statements in 20 definitions, 10 rows

guide/ledger-author/witnesses/forms/turns.ledger, line 38redirect to holder.guard

Formula words

What a formula may read: values, functions and fields.

word

wordchance()

chance(F)

1 with that probability, else 0: a draw, journaled

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 85 reads in 59 definitions, 32 rows

content/cookbook/caster.ledger, line 66if chance(holder.Rank / 4)

wordroll()

roll(F, F)

a whole number between the two, both included: a draw, journaled

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 30 reads in 20 definitions, 9 rows

godot/arpg/content/act2.ledger, line 185pick 1 from Bases2 using Loot with slot = roll(1, 8) as b

wordhas()

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
EFFECT
a declared effect
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)
HANDLE
one held instance: held(...) (the first it finds), self (the instance running the rule), self.VAR (a var of kind instance) or a name let or for each holds one in; refused Gone once its instance has ended, never another of its effect

Used: 622 reads in 465 definitions, 145 rows

content/cookbook/mechanics/build.ledger, line 38requires has(target, Tower) else "not a tower"

wordheld()

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
ORDER
how held(...) orders the instances it finds, joined by then: highest F, lowest F (stacks, remaining, elapsed and suspended alone are it's), newest, oldest; oldest first if none is said, ties to the lower number

Used: 7 reads in 5 definitions, used by no row yet, rare

guide/ledger-author/witnesses/forms/choice.ledger, line 23if count(held(event.subject having Let from holder)) < 1

wordordered()

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it

Used: 3 reads in 2 definitions, used by no row yet, rare

No example in committed content.

wordstacks()

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)

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
EFFECT
a declared effect

Used: 124 reads in 96 definitions, 35 rows

content/cookbook/mechanics/build.ledger, line 39requires stacks(target, Upgraded) < 2 else "fully upgraded"

wordhighest stacks()

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
EFFECT
a declared effect

Used: 2 reads in 2 definitions, 1 rows (A024), rare

No example in committed content.

wordcount()

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
EFFECT
a declared effect
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)

Used: 152 reads in 80 definitions, 22 rows

content/cookbook/mechanics/guard.ledger, line 30requires has(target, Guard) or count(enemies having Guard) == 0 else "a guard is in the way"

wordsum()

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 8 reads in 6 definitions, used by no row yet, rare

guide/ledger-author/witnesses/forms/words.ledger, line 26deal sum(all allies, it.Power) to target

wordhighest()

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordlowest()

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

TARGETS
one actor (a name a step holds an actor in, by let or for each's as, is that actor wherever a TARGETS begins with it, before any side word: a local named item or enemy is the local; one named all, up or a gives way where the words read as a quantifier, all enemies, up to, a random), or a query: all, up to F, N random, a random; actors, enemies, allies, other allies, others, or items in ACTOR.PILE, each side word in the singular as well (a random enemy, ally, other ally, other, item in ACTOR.PILE: number, not a synonym) (top first, in the pile's order, which takes no by KEYS); of, within F [of PLACE] (a circle; or within F beyond F [of PLACE], a ring between the two radii; within F [of PLACE] across F toward AIM, a cone, its angle whole in degrees; within F [of PLACE] wide F toward AIM, a line F long, its width whole; AIM a place or a direction; on an edge is inside), having TAGS (an actor carrying every tag it names), unless TAGS (one carrying none of them), controlled by, except ACTOR or except allies (every actor but the allies, neutrals among them), when F (kept where it holds, read for each as it: a random enemy the holder can see), by KEYS (the order an auto ranks actors in play by, each key a value or a formula of it: the next creep in line; never items in a pile), nearest (nearer first by the space's distance; with no within, every actor the query keeps is measured from the holder, one the space gives no distance for last), at random (the whole order drawn, one pick for each found but the last, as N random draws its first N), using STREAM (where a random pick draws: else the acting actor's own); or a list whole: targets, in an ability whose clause takes a list (the actors its order named, in its order, those alive, each as often as named), or event.targets (the actors an event names, in its order)
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordpow()

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
N
a number

Used: 0 reads in 0 definitions, used by no row yet, rare

guide/ledger-author/witnesses/forms/words.ledger, line 30deal pow(holder.Power, 2) to target

wordroot()

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

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not
N
a number

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordfloor()

floor(F)

rounded down to a whole number

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 54 reads in 24 definitions, 14 rows

content/v2/swarm.ledger, line 209create k with Tier = 1 + chance(40%) + chance(12%), Sharp = chance(25%) * (floor(draw(Drops) * 100) + 1) / 100, Heavy = chance(25%) * (floor(draw(Drops) * 100) + 1) / 100, Potent = chance(25%) * floor(draw(Drops) * 100) / 100, Wide = chance(25%) * floor(draw(Drops) * 100) / 100, Swift = chance(25%) * floor(draw(Drops) * 100) / 100 in hero.Discard

wordceil()

ceil(F)

rounded up to a whole number

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 9 reads in 3 definitions, 1 rows (A120), rare

guide/ledger-author/witnesses/forms/words.ledger, line 34deal ceil(holder.Power / 4) to target

wordround()

round(F)

rounded to the nearest whole number, a half to the even one (2.5 is 2, 3.5 is 4)

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 2 reads in 2 definitions, 1 rows (G026), rare

content/v2/td.ledger, line 324Bounty + round(WaveGold(player.Wave))

wordtrunc()

trunc(F)

rounded toward zero

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordabs()

abs(F)

without its sign

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordclamp()

clamp(F, F, F)

the first, kept between the second and the third

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 14 reads in 11 definitions, 7 rows

content/v2/cinder.ledger, line 179scale if(holder.Armor > -100, 1 - clamp(holder.Armor / (holder.Armor + 100), 0, 0.9), 1)

wordif()

if(F, F, F)

the second if the first isn't 0, else the third

F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 174 reads in 120 definitions, 37 rows

content/cookbook/mechanics/blizzard.ledger, line 51apply Locked to target for 1s * if(left > 0 and left <= 1s, 8, 4)

worddistance()

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

PLACE
a place: an actor, or target and event.target where they hold a point (an ability whose clause takes a point, and its own events); read as a query's of, a shape's toward and distance's arguments. A direction is no place, and stands only after toward

Used: 60 reads in 46 definitions, 27 rows

content/cookbook/arrows.ledger, line 18lasts 1s * distance(holder.owner, holder.victim) / 10

wordposition()

position(ACTOR)

an item's place in its pile, 1 the top; 0 if it is in none

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 20 reads in 15 definitions, 8 rows

content/v2/swarm.ledger, line 96if a.Kind == b.Kind and position(a) < position(b)

wordactive()

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)

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 4 reads in 4 definitions, 1 rows (A129), rare

content/cookbook/mechanics/blizzard.ledger, line 47requires active(target) > 0 else "not casting"

wordremaining()

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 2 reads in 2 definitions, used by no row yet, rare

wordelapsed()

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

ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordfact()

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

FACT
a declared fact
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)
PLACE
a place: an actor, or target and event.target where they hold a point (an ability whose clause takes a point, and its own events); read as a query's of, a shape's toward and distance's arguments. A direction is no place, and stands only after toward

Used: 74 reads in 53 definitions, 27 rows

content/cookbook/mechanics/grenade.ledger, line 20requires fact(Seen, holder, target) > 0 else "can't see there"

wordCURVE()

CURVE(F)

a declared curve's value at a number

CURVE
a declared curve
F
a formula: numbers, values, vars, event fields, functions, comparisons, and, or, not

Used: 66 reads in 54 definitions, 25 rows

content/cookbook/runs.ledger, line 119cooldown SpoolGap(grant.shots) * 1s

wordportion()

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

TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)

Used: 45 reads in 15 definitions, 4 rows

No example in committed content.

worddraw()

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

STREAM
a declared stream

Used: 22 reads in 6 definitions, 8 rows

content/v2/shooter.ledger, line 44let wander = (draw(Spread) * 2 - 1) * 0.03 * distance(holder, target)

wordTABLE()

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)

TABLE
a declared table
ACTOR
an actor: holder, source (in an ability, the item or card whose grant this use is; in an effect, who applied it: in an item's gift, and in what its aura puts on others, the item, so a gift reads its taker as holder, and what its aura puts on others as credit), credit (whose the work is: in what an item's aura puts on others, its keeper), target, it, projectile (in a flight's own steps and its hit's, its projectile, standing until its end), event.subject/source/credit/target, event.grant.source (the item or card whose grant an activation used), self.VAR (an actor var), grant.VAR (an actor var of the instance that granted this use: the foe an attack declared), a global link or a local, then its links, and next (the item after it in its pile)

Used: 20 reads in 10 definitions, 4 rows

guide/ledger-author/witnesses/forms/words.ledger, line 18deal 10 * Chart(holder, target) to target

wordX

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

godot/arpg/content/gear.ledger, line 189pick 1 from Bases using Loot with slot = X as b

wordcharged

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

godot/arpg/content/chargedarrow.ledger, line 14deal 10 + 40 * charged Physical to target

wordtrue

true

1

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordfalse

false

0

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordNAME.done | NAME.made | NAME.merged | NAME.refused | NAME.REFUSAL

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

NAME
a new name, declared here
REFUSAL
a refusal's name, as an outcome gives it: Blocked, Prevented, AlreadyHas, NothingToApply, Gone, CannotAfford, OnCooldown, Busy and the rest

Used: 0 reads in 0 definitions, used by no row yet, rare

No example in committed content.

wordARCHETYPE.STAT

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

ARCHETYPE
a declared archetype
STAT
a declared stat

Used: 2 reads in 1 definitions, used by no row yet, rare

content/cookbook/mechanics/bank.ledger, line 33requires holder.team.Supply + kind.Food <= holder.team.SupplyCap else "not enough supply"

wordSTAT except TAGS

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

STAT
a declared stat
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 4 reads in 2 definitions, 1 rows (G254), rare

content/cookbook/sometimes.ledger, line 97deal 1.5 * holder.Attack * Stage(holder.AttackStage except Lowered) / Stage(target.DefenseStage except Raised) Critical to target

wordevent.sent

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.

wordevent.before

event.before

the pool before a change

Used: 19 reads in 12 definitions, 5 rows

content/v2/tactics.ledger, line 165after Change Will of holder when event.before >= 1 and event.after < 1

wordevent.after

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

content/v2/tactics.ledger, line 165after Change Will of holder when event.before >= 1 and event.after < 1

wordevent.grant.VAR

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

VAR
a var the effect declares (with grant: a var the granting effect declares)

Used: 2 reads in 2 definitions, 1 rows (A008), rare

guide/ledger-author/witnesses/forms/words.ledger, line 52scale event.grant.n

wordself.remaining

self.remaining

ticks until it expires, 0 if it doesn't

Used: 3 reads in 3 definitions, 1 rows (B078), rare

guide/ledger-author/witnesses/forms/words.ledger, line 62lose Health self.remaining / 6

wordself.elapsed

self.elapsed

ticks since it was put on

Used: 2 reads in 2 definitions, 2 rows (G031, G112), rare

content/v2/shared.ledger, line 149deal 40 + 160 * min(1, self.elapsed / 2s) to self.at

wordself.beats

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

Play files

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.

play

playfile catalog

catalog CATALOG

the catalog the plays run in, read as check reads a path; the file's first line

CATALOG
the catalog the file plays, a path from the play file's folder with no spaces in it: a .ledger file, a .catalog list, or a folder of .ledger files read in name order

Used: 214 statements in 214 files

playfile row

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

ID
one of the census's ability ids: a letter A, B or G and three digits, A003
DEFS
the definitions writing the id, each an effect, an ability or an archetype of the catalog, with effect, ability or archetype before its name where the catalog gives that name to two of them

Used: 861 statements in 861 definitions, 602 rows

content/cookbook/again.play, line 2row G245 Mortal Salvaging Runner Husk

playfile play

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

IDS
none or more of the census's ability ids the play plays: A003, B045, G082; an author's own play needs none
TEXT
quoted text

Used: 1639 statements in 1639 definitions, 602 rows

content/cookbook/again.play, line 6play G245 "Two kills bank 50 salvage on the runner; its death takes none of it, and it starts the next attempt with 50"

playfile declined

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

ROW
a row of the global census's by its id, a letter and three digits: B018
TEXT
quoted text

Used: 4 statements in 4 definitions, used by no row yet, rare

No example in committed content.

playfile unobserved

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

CHECK
a check of the global census's rows by its full id: the row's id, its scenario's and the check's, B018.s1.c2
TEXT
quoted text

Used: 91 statements in 91 definitions, used by no row yet, rare

No example in committed content.

playmake

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

NAME
a new name, declared here
ARCHETYPE
a declared archetype
LINK
a declared link
PLAYED
an actor the play named with make
N
a number

Used: 7431 statements in 1639 definitions, 602 rows

playfind

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

NAME
a new name, declared here
ARCHETYPE
a declared archetype

Used: 185 statements in 112 definitions, 62 rows

playplace

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

PLAYED
an actor the play named with make
N
a number

Used: 160 statements in 93 definitions, 65 rows

playact

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

PLAYED
an actor the play named with make
ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)
N
a number
EFFECT
a declared effect
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)
NAME
a new name, declared here

Used: 3733 statements in 1300 definitions, 510 rows

playapply

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

EFFECT
a declared effect
N
a number
PLAYED
an actor the play named with make
D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
VAR
a var the effect declares (with grant: a var the granting effect declares)

Used: 1161 statements in 640 definitions, 288 rows

playcancel

cancel KEPT

cancels an activation an act kept, as a game's button does: one that has ended is refused Gone

KEPT
an activation an act kept under a name, with as

Used: 3 statements in 2 definitions, 2 rows (A131, A134), rare

guide/ledger-author/witnesses/forms/cast.play, line 27cancel bolt

playrelease

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

KEPT
an activation an act kept under a name, with as
PLAYED
an actor the play named with make
ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)

Used: 13 statements in 12 definitions, 3 rows

playreport

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

KEPT
an activation an act kept under a name, with as
PLAYED
an actor the play named with make
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it
N
a number
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)

Used: 37 statements in 25 definitions, 5 rows

playremove

remove EFFECT from PLAYED [N]

orders an effect removed, whole or that many stacks

EFFECT
a declared effect
PLAYED
an actor the play named with make
N
a number

Used: 38 statements in 30 definitions, 32 rows

playraise

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

EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
PLAYED
an actor the play named with make

Used: 603 statements in 248 definitions, 134 rows

playdeal

deal N to PLAYED [from PLAYED] [TAGS]

deals an amount, as a game does for a trap or a fall

N
a number
PLAYED
an actor the play named with make
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag

Used: 650 statements in 311 definitions, 183 rows

playset

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

PLAYED
an actor the play named with make
POOL
a declared pool
N
a number

Used: 89 statements in 69 definitions, used by no row yet, rare

playmove

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

PLAYED
an actor the play named with make
PILE
a declared pile, named on the actor keeping it (holder.Hand); in a formula, how many items it holds; an item carries its pile's tag while it is there

Used: 353 statements in 150 definitions, 54 rows

playlink

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

PLAYED
an actor the play named with make
LINK
a declared link

Used: 411 statements in 321 definitions, 178 rows

playfact

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

FACT
a declared fact
PLAYED
an actor the play named with make
N
a number

Used: 140 statements in 87 definitions, 41 rows

playadvance

advance D | advance to D

moves the clock on by a duration, or to a time from the start

D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)

Used: 1704 statements in 714 definitions, 380 rows

playsave

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

NAME
a new name, declared here

Used: 535 statements in 533 definitions, 580 rows

playrewind

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

NAME
a new name, declared here

Used: 16 statements in 9 definitions, 5 rows

playcarry

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

PLAYED
an actor the play named with make

Used: 5 statements in 5 definitions, 5 rows

content/v2/swarm.play, line 391carry h k1 k2

playreseed

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

STREAM
a declared stream
N
a number

Used: 3 statements in 1 definitions, 1 rows (G081), rare

content/v2/tactics.play, line 292reseed Panic 9

playdraw

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

N
a number
TABLE
a declared table
STREAM
a declared stream
PLAYED
an actor the play named with make
ARG
an argument the table declares with with

Used: 18 statements in 9 definitions, 14 rows

content/mods/deep.play, line 76draw 5 from CinderMonsters using Rooms with depth = 13

playexpect

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

REASON
why an order was refused, or a fault made: NotGranted, Blocked, OnCooldown, Requirement, CannotAfford, NoTarget, BadTarget, Countered, Prevented, AlreadyHas, NothingToApply, Gone, ChainBudget, MidMoment, BadProperty, OutOfReach, Busy, NotHeld, IdTaken, NotFlying
TEXT
quoted text
N
a number
RULE
the effect or ability whose rule raised the event a budget stopped: the rule that looped
PLAYED
an actor the play named with make
VALUE
a declared stat or pool
CMP
a comparison: =, !=, <, <=, >, >=
PILE
a declared pile, named on the actor keeping it (holder.Hand); in a formula, how many items it holds; an item carries its pile's tag while it is there
LINK
a declared link
HELD
an effect, or a tag an actor carries
ABILITY
a declared ability; where a step names one, also self.VAR or grant.VAR (an ability var), event.ability (the one an activation used) or a name stop ... as gave (the one it stopped)
D
a duration: a formula with a unit (s, ms or t); where turns are counted instead, F turns, or F turn (for 1 turn)
KEPT
an activation an act kept under a name, with as
STOP
why an activation stopped: Broken, Blocked, Interrupted, Unpaid, Cancelled, Gone, Refused or Missed
EFFECT
a declared effect
EVENT
a declared event, or a built-in one: Apply, Remove, Create, Destroy, Make, Become, Move, Activate, Target, Commit, Resolved, Stopped, Pulse, Finished, Contact, Depleted, Filled, Enter, Leave and Cross, with a pool's change named by its tag (Damage, Heal, Gain, Loss, Set, Cost); a content event can't take one of their names
TAGS
one or more declared tags (a dotted tag declares its parents); Damage, Heal, Cost, Gain, Loss, Set, Cooldown and Timed (every effect that lasts a time, and every Apply carrying one) are built in, and so are the reasons a Stopped carries, under Stop: Stop.Broken, Stop.Blocked, Stop.Interrupted, Stop.Unpaid, Stop.Cancelled, Stop.Gone and Stop.Refused, and how an instance ended, which its Remove carries, under End: End.Expired (its lifetime ran out, its time or its count), End.Removed (a step or an order took it off), End.Broken (its own rule ended it), End.Spent (what it held was used up: an each ... removes took its last stacks, or its signed stacks summed to 0), End.Replaced (another took its place), End.Withdrawn (its aura, mirror or item let it go), End.Gone (its holder was destroyed or became another; a choice's, its subject too) and End.Answered (a choice's answer was given); nothing else may carry an End tag
STREAM
a declared stream
ROW
a row of the global census's by its id, a letter and three digits: B018
ARCHETYPE
a declared archetype
PROP
a declared property; charged is built in, read as a bare word, and nothing sets it
TAG
a declared tag, or a built-in one; where a value is a tag, also self.VAR (a tag var) or tag(ABILITY, TAG): the first tag the ability's tags line lists under that parent tag, or none (tag(event.ability, School) is School.Fire for a Fireball)
BANDS
the first bands a forecast's leaves took, in order: an outcome's band names, hit or miss for a chance, a roll's face; the leaves that begin with them count

Used: 6440 statements in 1087 definitions, 602 rows

playobserve

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

CHECK
a check of the global census's rows by its full id: the row's id, its scenario's and the check's, B018.s1.c2
BODY
what an expect line reads after expect, with no source: a number it reads with no comparison, or anything it holds or doesn't
PLAYED
an actor the play named with make
HELD
an effect, or a tag an actor carries
TEXT
quoted text

Used: 2593 statements in 1023 definitions, used by no row yet, rare

No example in committed content.

playcovers

covers ITEMS

what this play stands for in the covering set: a concept, a gap, a challenge's decision, a strain

ITEMS
what a play covers, comma separated: concept NAME, gap N, challenge N, strain N

Used: 108 statements in 108 definitions, 112 rows