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diff --git a/old-doc/old-spell-language b/old-doc/old-spell-language new file mode 100644 index 0000000..5f70f89 --- /dev/null +++ b/old-doc/old-spell-language @@ -0,0 +1,870 @@ +-------------------------------------------------------------------------------- +== Spell language + +* Comments: One-line comments using '#' or '//' as prefix +* names vs. invocations: spells and anchors have both names + and invocations. Names are used to refer to spells and + anchors from within scripts without revealing their + invocations. + + +Each spell specification file consists of a sequence of definitions of +globals, anchors, spells, and procedures. + +Types: +------ + These are the primitive types: + * int + * string + * dir (a direction: N, S, SE, NW etc.) + * location (a single spot in the world) + * entity (a PC, NPC, or monster) + * area (a set of locations) + * spell (a spell) + * invocation (a spell instance) + * fail (a separate type that arises implicitly when a function + fails) + + `fail' arises in special circumstances in some functions, e.g. when +trying to divide by zero, or when function parameters fail to +type-check. When a fail value flows into an operation, than that +operation is skipped. When a fail value flows into a function, then +that function evaluates to fail, except for + + * if_then_else (which permits `fail' in its true or false branch) + * failed (which returns true iff the argument is of type fail). + + We will use standard functional type notation: + + `int * string -> entity' denotes the type of a function that accepts +an integer and a string and returns an entity. We use the return `()' +for operations (which return nothing). + +Globals: +-------- + A `global' is a global variable, declared and defined in the +same line: + + foo = "this is a string"; + + Expressions can be arbitrary language expressions. Note that globals +can only reference the values of globals defined earlier in the same +program. + + There are two special globals: + + * min_casttime : int + Minimal number of milliseconds of cast delay, no matter what any + given spell may say. Cast delay is the time before the next spell + can be cast. + + * obscure : int + Chance of a character of a given spell to be obscured (masked out + by an asterisk). + + + Globals can also be defined as CONST (though this should not be done +for the special globals listed above or they will not take effect.) +CONST-defined globals cannot be re-defined. + + +Expressions: +------------ + Expressions occur in globals, anchors, spells, and procedures. +Expressions evaluate to values of a given type. Expressions can be +simple literals, area literals, infix expressions, function +applications, or variable refecences. + +- Simple literals: + * 42, 0xff: int literals + * N, S, E, W, NE, NW, SE, SW : dir literals + * "foo bar" : string literals + +- Area literals: + * @("new_3-1.gat", 26, 26) + This area denotes a single field on a map (new_3-1.gat, + co-ordinates (26,26). + * @("new_3-1.gat", 26, 26) @+ (10, 10) + This area is 100 fields, stretching to a field of size 10x10 to + the south and east of (26,26) in new_3-1.gat. + * @("new_3-1.gat", 26, 26) towards S (5, 3) + This area is a rectangular field of depth 3 and width 5 to the + south of (26,26) in new_3-1.gat. `depth 3' here means that it + stretches three fields to the south. `width 5' here means that it + extends five fields to the east and five to the west of the + specified coordinate, for a total width of 11. + The only directions supported here are S, E, N, W. + +- Infix expressions: + Infix expressions are special functions in which the operator is + written between two expressions. Infix expressions largely follow + the C precedence rules. The following infix operators are + supported: + * addition (+) (operates on ints, concatenates strings, and + constructs the union of areas) + * subtraction (- : int * int -> int) + * multiplication (* : int * int -> int) + * division (/ : int * int -> int, may fail) + * modulo (% : int * int -> int, may fail) + * comparison (<, >, >=, <=, =, <> : int * int -> int) + Comparison operators generally work on ints and strings. + (In)equality checks work on all values except for areas. + Note that "==" and "!=" are available as alternatives for "=" and + "<>" (respectively). + * conjunction and disjunction (&&, || : int * int -> int). Note + that these are not short-circuit. + * Bitwise or (| : int * int -> int) + * Bitwise and (& : int * int -> int) + * Bitwise xor (^ : int * int -> int) + * Shift left and right (<<, >> : int * int -> int) + +- Function applications: + Function applications are written as + + f(arg1, ..., argn) + + where each `argi' is an arbitrary expression. + For a complete list of Functions, see `functions' below. + +- Variable references: + The expression (foo + 1) references a variable `foo' which must have + been previously defined. + + +Anchors: +-------- + Anchors are teleport anchors; spells can look them up by name. Each +teleport anchor is written as + + TELEPORT-ANCHOR <id> : <invocation-string> = <location> + + For example: + + TELEPORT-ANCHOR tulimshar : "home" = @("new_3-1.gat", 26, 26) @+(10, 10) + + This maps the teleport anchor `tulimshar' to an area in new_3-1.gat +binds it to the name "home". The function `anchor' can look up +teleport anchors (cf. the function library). + + +Spells: +------- + Each spell is written either as + + [spell-modifiers] SPELL <id> : <name> = <spelldef> + + or as + + [spell-modifiers] SPELL <id> (<id> : <sty>) : <name> = <spelldef> + + For example, + + SPELL random_dance : "zxr" = ... + + creates a spell `random_dance' and makes it available under the +invocation "zxr". The string `...' is not a valid <spelldef>; we will +look at proper spelldefs below. An alternative example illustrates +the use of parameters: + + SPELL shout (message : STRING) : "zzx" = ... + + This defines a spell `shout' (bound to invocation "zzx") that takes +a parameter `message' of type STRING. Valid types are STRING and PC: +PC parameters are automatically translated into a player character +entity of that name, or mapped to the caster if the specified name +does not map to a player character or is missing. + + The list of spell modifiers is short: + + * SILENT means that the spell's invocation will never be broadcast, + not even obscured. + * LOCAL means that the spell is bound to the location it was cast at + and will not `travel' with the caster. + * NONMAGIC means that the spell is not affected by the caster's ability + to perform magic. Typically used for special (quest) keywords. + + Modifiers may be given in any order, but only once. + +- Spell bodies + + Spell bodies consist of three parts: LET bindings, spell guards and + effects. LET bindings locally bind names to values. Spell guards + are constraints that must be satisfied for the spell to be + triggered. Effects describes what happens if the spell is + successfully triggered. Spells may have multiple guards and + effects. + + Consider the following example: + + SPELL plugh (message : STRING) : "zzx" = + LET x = "kappa" + y = "sigma" + IN + (MANA 1, CATALYSTS ["Pearl"]) => EFFECT message (caster, "First branch"); + | (MANA 20) => EFFECT message (caster, "Second branch") + + This defines a spell `plugh' with two let bindings (`x' bound to + "kappa" and `y' bound to "sigma") and two `branches' which are + tested in sequence. The first branch tests whether the caster has + one spellpoint and owns a pearl-- if so, the effect of sending a + message "First branch" to the caster is triggered. + + However, if the spell guard is not satisfied, the magic engine + examines the second branch. Now, if the caster has 20 spellpoints, + we INSTEAD trigger the effect of sending the message "Second branch" + to the caster. + +- Spell guards + + Spell guards can be omitted; in that case, just use the effect + itself. Otherwise they can be any of the following: + * MANA x: Require x spellpoints to be present. If this spellguard + is taken, x mana will be consumed implicitly. This requirement is + cumulative. + * CASTTIME x: Require that the caster spend x milliseconds until + the next spell can be cast. This requirement is cumulative. If + the total casttime for a spell is less than the global variable + min_casttime, then the latter supercedes the specified spell cast + delay. + * REQUIRE <expr>: Test that the specified expression evaluates to + nonzero and does not fail. Requirements are cumulative. + * CATALYSTS <items>: Ensure that the caster possesses all specified + items. This effect is cumulative. + * COMPONENTS <items>: Ensure that the caster possesses all specified + items. If the branch suceeeds, all items specified here are + consumed. This effect is cumulative. + + Items can be specified as follows: + * [ 700, 701 ] -- require one item of item ID 700 and one of 701. + * [ 700, 3 * 701 ] -- require 1 item of item ID 700 and 3 of 701. + * [ "Pearl" ] -- require one item named `Pearl' in the item DB. + + Spell guards can be combined as follows: + * `or': disjunction. The first matching path is taken. + * (a, ..., n): conjunction. a, n, and everything in between must be + satisfied. + * a => b: Implication. If `a' is satisfied, try to satisfy `b'. + This operation is useful to combine different branches (see + below.) + + Different branches of spell effects are separated by the vertical + bar `|'. For example, + + SPELL plugh (message : STRING) : "zzx" = + MANA 5 => ( (CATALYSTS ["Pearl"]) => + EFFECT message (caster, "First branch"); + | (MANA 20) => + EFFECT message (caster, "Second branch");) + + will always try to deduct 5 Mana points but then make a choice of + whether to go to the first branch (if the player has `Pearl') or to + the second (if the player does not have `Pear' but has another 20 + spell points, for a total of 25 spell points, all of which will be + consumed in that case.) + + +- Effects + + Effects describe what happens when a spell is triggered. Each + spell has at least one EFFECT specification, which looks as follows: + + EFFECT <effectlist> [ ATTRIGGER <effectlist> ] [ ATEND <effectlist> ] + + The three parts are as follows: + * EFFECT: All effects here are executed as soon as the spell is + triggered. + * ATEND: All steps described here are executed when the spell + finishes. Note that the spell may remain active after all steps + from the EFFECT section have been taken; this happens when the spell + triggers a status change (using the `status_change' operation, + as described in the operations library). In that case the spell + will terminate only after all status changes have finished. + The ATEND section is not called when the spell finishes due to the + caster dying. + * ATTRIGGER: This section is used only for the `override_attack' + operation and described there. + + Before effects are executed, the engine defines the following + variables: + + * The parameter (if any) + * caster : entity (the caster of this spell) + * spellpower : int (the caster's spellpower, normally 6 -- 198) + * location : location (the location the spell is currently at) + * self_spell : spell (the current spell) + * self_invocation : invocation (the current spell instance) + + The engine can then execute the following effects from the effect list: + * SKIP; # a no-op + * ABORT; # Abort the spell, don't run ATEND, don't consume a + # trigger charge (cf. `override_attack') + * END; # Skip to the ATEND block + * WAIT <expr>; # Wait <expr> milliseconds before continuing + * <id> = <expr>; # Set <id> to the result of evaluating <expr> + * (<s1> ... <sn>) # Execute statements <s1> through <sn> in sequence + * IF <c> # Test condition <c>. If nonzero, + THEN <s1> # execute <s1>. Otherwise, + ELSE <s2> # execute <s2>. + # The `ELSE' branch can be omitted. + + * FOREACH <k> <id> IN <expr> DO <s> + # Evaluate <expr> to an area, find all entities in + # the area that match <k>, randomise this list, + # bind <id> to each in turn and execute <s>. + + Example: + + FOREACH ENTITY t IN rbox(location(caster), 20) + DO aggravate(t, 0, caster); + # This aggravates all entities within 20 paces of + # the caster to attack the caster. + + Valid values for <k> are + + ENTITY : PC or mob + + PC + + MOB + + TARGET : mob, PC (but only if we are on a PvP map) + + * FOR <id> = <start> TO <stop> DO <stmt> + # This will iterate from <start> to <stop> (inclusively), bind + # <id> to the current iteration value, and execute <stmt>. + + * BREAK; + # This will break out of the current FOR loop, FOREACH loop, or + # procedure. + + * <id> ( <expr1>, ..., <exprn> ); + # This executes an operation. See `Operations', below, for a + # list. + + * CALL <id> ( <expr1>, ..., <exprn> ); + # This will execute a procedure, after binding the actual + # parameters from <expr1> to <exprn> to the formal procedure + # parameters. + + * { ... } + # This executes arbitrary eAthena script code. The following + # variables script variables are bound implicitly: + # - @caster_name$ is the name of the spellcaster + # - @caster and @target are also bound, to useless values (sorry.) + # + # By default, script popup boxes are sent to the caster. This can + # be overridden by setting the special `script_target' variable. + +Procedures: +----------- + Procedures are defined as + + PROCEDURE <id> ( <id>, ... , <id> ) = <effectlist> + + For example, + + PROCEDURE testproc(x) = message(caster, "foo(" + x + )"); + y = 10; + x = 20; + + defines a procedure `testproc' with one formal parameter `x'. + Procedure execution is nonrecursive and uses dynamic scoping. The + latter means that it can modify variables in the caller's scope. In + the above example, the assignment to `y' will be visible to the + caller. The assignment to `x' however will be not be visible, since + that assignment goes to the parameter and is therefore limited in + scope to `testproc'. More precisely, + + EFFECT x = 0; y = 0; testproc(1); + message(caster, "x=" + x + ", y=" + y); + + would print + + foo(1) + x=0, y=10 + + (note how the update to x is isolated from the caller.) + +Functions: +---------- +This section documents the function API. + +The following functions are available: + + + max : int * int -> int + Pick the greater of two values. + + + min : int * int -> int + Lesser of two values. + + + is_in : location * area -> bool + Test whether a location is within an area. + + + if_then_else : bool * 'a * 'a -> 'a + Test a condition (first parameter). If the contition is nonzero, + return the second parameter, otherwise the third parameter. + + + skill : entity * int -> int + Get the skill level that the `entity' has for the skill id. + + + dex : entity -> int + + agi : entity -> int + + int : entity -> int + + vit : entity -> int + + str : entity -> int + + luk : entity -> int + + hp : entity -> int + + sp : entity -> int + + def : entity -> int + + mdef : entity -> int + + max_hp : entity -> int + + max_sp : entity -> int + + level : entity -> int + Status attributes. + + + dir : entity -> dir + Direction that the entity is currently facing. + + + not : int -> int + Logical negation. (NOT bitwise negation.) + + + neg : int -> int + Bitwise negation. + + + name_of : entity -> string + | spell -> string + Retrieves the name either of an entity or of a spell. + + + location : entity -> location + Determines the location that the specified entity presently + occupies. + + + random : int -> int + random(6) yields a random value from 0 to 5. + + + random_dir : int -> dir + random_dir(0) yields N, S, E, or W. + random_dir(1) yields N, S, E, W, SE, SW, NE, or NW. + + + hash_entity : entity -> int + Retrieve a number idenfying the entity. + + + is_married : entity -> int + Tests whether the entity is married. + + + partner : entity -> entity + Retrieves the entity's partner, if online, or fails otherwise. + + + awayfrom : location * dir * int -> location + awayfrom(loc, dir, distance) returns a location obtained by moving + at most `distance' towards `dir', starting at `loc'. If the move + hits an obstacle, we stop before the obstacle. + + + failed : 'a -> bool + True iff the input was the special failure value. + + + pc : string -> entity + Looks up a player character by name. Fails if there is no match. + + + npc : string -> entity + Looks up an NPC by name. Fails if there is no match. + + + distance : location * location -> int + This is the `fake square distance': The maximum of delta x and + delta y between the two locations. + + + rdistance : location * location -> int + This is the `real' distance (square root of the square of dx, dy) + + + anchor : string -> area + Looks up a teleport anchor by name and returns the associated + area. Fails if the result is not an area. + + + random_location : area -> location + Pick a random location from within an area. + + + script_int : entity * string -> int + Read a player script variable as an integer. + + + rbox : location * int -> area + rbox(l, n) computes rectangular box centered at `l', with a + `radius' of n. The box contains (n*2 + 1)^2 squares. + + + count_item : entity * int -> int + | entity * string -> int + Counts the number of instances of the specified item that the + entity has. Items may be given by ID or by name. + + + line_of_sight : location * location -> int + Determines whether there is a line-of-sight connection between the + two locations. + + + running_status_update : entity * int -> bool + Determines whether the specified status update is still active. + + + element : entity -> int + Determines what element the entity is associated with + + + element_level : entity -> int + Determines what element level the entity has + + + has_shroud : entity -> int + Determines whether the player is presently shrouded (i.e., whether + the player's name is being obscured.) + + + is_equipped : entity * int -> int + : entity * string -> int + Determines whether the player has equipped the specified item + + + spell_index : spell -> int + Determines a unique index assigned to each spell + + + is_exterior : location -> bool + Determines whether the location is under an open sky + + + contains_string : string * string -> bool + contains_string(a, b) determines whether the string `a' contains + the string `b' as a substring. + + + strstr : string * string -> bool + strstr(a, b) returns the offset of the first instance of the + string `b' in the string `a', or fails if there is none. The + offset is reported with a base of zero, i.e., strstr("xyz", "x") = 0. + + + strlen : string -> int + Compute the length of a string, in characters. + + + substr : string * int * int -> string + substr(s, offset, len) extracts a substring of the length `len' at + offset `offset'. The substring is automatically clipped, i.e., the + function will never fail. + + + sqrt : int -> int + Computes the square root of the specified number + + + map_level : location -> int + Determines the map level: 0 for outside, 1 for inside, 2ff for + dungeon levels (going down) + + + map_nr : location -> int + Computes the map number. Map number and map level together uniquely + identify a map. + + + dir_towards : location * location * int -> dir + dir_towards(start, end, flag) computes the direction from `start' to + `end'. If flag is zero, directions are limited to N, S, E, W; + otherwise NE, SE, NW, SW will also be used. The two locations must be + on the same map. + + + is_dead : entity -> bool + Determines whether the specified entity is no longer alive. + + + extract_healer_experience : entity * int -> int + Extracts `healer experience points' from the specified entity. + Non-PCs always have an empty pool of healer exprerience points. + PCs gain such experience points by killing/completing quests, + though this `healer experience point pool' slowly drains itself. + extract_healer_experience(pc, xp) extracts up to `xp' points. + + + is_pc : entity -> bool + Determines whether the target is a player character + +Operations: +----------- +This section documents the operations API. + + + sfx : entity * int * int -> () + | location * int *int -> () + Trigger a special effect (specified by sfx ID) for an entity or a + location. The int specifies a delay until the effect is issued. + + + itemheal : entity * int * int -> () + itemheal(entity, hp, sp) triggers item healing. This will + hopefully be slowed down if an appropriate server patch is + installed. + + + instaheal : entity * int * int -> () + itemheal(entity, hp, sp) heals instantly. + + + shroud : entity * int -> () + shroud(entity, flags) hides the entity's name (only for PCs). + Flags: 0x01: Hide PC'ss name when talking + 0x02: Shroud vanishes when player picks something up + 0x04: Shroud vanishes when player talks + The shroud will not affect players in visible range until the + entity has left and re-entered their field of vision. This can be + enforced by warping. + + + unshroud : entity -> () + Counter a shroud. + + + message : entity * string -> () + Send a message to the entity. + + + messenger_npc : location * int + * string * string * int -> () + messenger_npc(location, image, npc_name, message, duration) + creates a messenger NPC looking like the `image' at `location', + with name `npc_name' and delivering the `message' when clicked + upon. The NPC disappears after the `duration' in ms has expired. + + + move : entity * dir -> () + Move the entity into the specified direction, unless that + direction is blocked. + + + warp : entity * location -> () + Warp entity to specified location. + + + spawn : area * entity * int * int * int * int -> () + spawn(area, owner, mob_id, attitude, count, lifetime) spawns for a + limited `lifetime' (in ms) a total of `count' monsters of kind + `mob_id' in `area'. `attitude' specifies how they behave: + 0 : attack everyone + 1 : be friendly + 2 : attack enemies of `owner' and give XP to `owner' if successful + + + banish : entity -> () + If the entity was spawned by the `spawn' operation, eliminate it. + + + + status_change : entity * int * int + * int * int * int * int -> () + status_change(entity, status, v1, v2, v3, v4, duration) initiates + a status change. The precise status change (and the meaning of + `v1', `v2', `v3', `v4') varies depending on `status'. This + operation may delay spell termination (and the ATEND effect). + ATEND can therefore be used to notify the caster that the status + change has finished. + + + stop_status_change : entity * int + Stops a status change + + + override_attack : entity * int * int + * int * int *int * int -> () + override_attack(entity, charges, delay, range, icon, animation, stop) + overrides the entity's current attack (only for PCs). The entity + will have `charges' attacks that instead result in calling the + ATTRIGGER effect for this spell. When this operation is called, + the spell environment (variables etc.) is cloned into a separate + invocation. This special invocation will be triggered every time + the entity tries to attack, until they have run out of charages (at + which time the previous behaviour is restored.) + `delay' specifies the attack delay. + `range' specifies the attack range as shown in the client GUI. + `icon' is the ID of a status-effect ID that will be displayed + while the spell is in effect. + `animation' is the attack animation ID that should be used. + `stop' decides whether attacking should stop once the spell is out + of charges (1) or continue (0). (Note: this doesn't properly work, + possibly due to client issues. Always use 0.) + + Note that if the ATTRIGGER effect ABORTs, no charge will be + consumed. + + ATTRIGGER can refernece the player's target via the `target' + variable. + + Example: + + SPELL tshuffle : "zvp" = + (MANA 1, CATALYSTS ["Pearl"]) => + EFFECT + override_attack(caster, 3, 500, 10, 700, 31); + ATTRIGGER + IF (not (line_of_sight(location, location(target)))) + THEN (message (caster, "No line of sight!"); ABORT;) + FOR i = 0 TO 10 DO (move(target, random_dir(0));); + + This overrides the caster's attack for three attacks (attack delay + 500, range 10) to instead randomly move around any entity that the + player tries to attack by up to 11 paces. + + + create_item : entity * int * int -> () + | entity * string * int -> () + create_item(entity, item, count) gives the `entity' `count' + instances of `item'. As usual, `item' can be either a string name + or an item ID. + + + aggravate : entity * int * entity -> () + aggravate (victim, mode, target) causes the `victim' to + mode = 0: attack `target' + mode = 1: become universally permanently aggressive + mode = 2: both of the above + + + injure : entity * entity * int * int -> () + injure(attacker, defender, hp, sp) causes damage to the defender + from the attacker (possibly killing, giving XP etc.), unless the + defender is immortal (NPC) or a PC on a non-PvP map. + + + emote : entity * int -> () + Issues the specified emotion to the specified entity. + + + set_script_variable : entity * string * int -> () + Sets a script variable to the specified value + + + set_hair_colour : entity * int -> () + Sets the hair colour of the specified entity to the specified + value (must be a PC). + + + set_hair_style : entity * int -> () + Adjusts the hair style of a PC. + + + drop_item : location * (int | string) * int * int -> () + drop_item(place, "name", count, duration) drops `count' items + (where count may be zero) of name "name" at `place'. The items + vanish again after `duration'. + + + drop_item_for : location * (int | string) + * int * int * entity * int -> () + drop_item_for(place, obj, count, duration, owner, delay) works + like drop_item(place, obj, count, duration), except that the item + can only be picked up by `owner' for the next `delay' + milliseconds, modulo pickup rules (spousal pickup, out-of-range). + + + gain_experience : entity * int * int * int -> () + gain_experience(player, base_xp, job_xp, reason) gives expereince + points to `player'. If reason is 0, they are handed out normally, + but if reason is 1, then those experience points are NOT added to + the pool of experience points that healers can draw from `player'. + + +Script API updates: +------------------- +Two new script API functions are available: + + * getspellinvocation : string -> string + Looks up a spell by spell ID and returns the spell's invocation. + * getanchorinvocation : string -> string + Looks up a teleport anchor by anchor ID and returns the invocation. + + +Syntax Reference: +----------------- + +SPELLCONF ::= (GLOBAL | ANCHOR | SPELL | PROCEDURE | ';')* (* The ';' are only for decorative purposes *) + + VALUE ::= <int> + | <hexint> + | <id> + | <string> + | <dir> (* one of {N, S, E, W, NE, SE, NW, SW} *) + + EXPR ::= (VALUE) + | (AREA) + | (EXPR) '+' (EXPR) + | (EXPR) '*' (EXPR) + | (EXPR) '-' (EXPR) + | (EXPR) '/' (EXPR) + | (EXPR) '%' (EXPR) + | (EXPR) '<' (EXPR) + | (EXPR) '>' (EXPR) + | (EXPR) '<>' (EXPR) + | (EXPR) '=' (EXPR) + | (EXPR) '!=' (EXPR) + | (EXPR) '==' (EXPR) + | (EXPR) '<=' (EXPR) + | (EXPR) '>=' (EXPR) + | (EXPR) '&&' (EXPR) + | (EXPR) '||' (EXPR) + | (EXPR) '|' (EXPR) + | (EXPR) '^' (EXPR) (* XOR *) + | (EXPR) '&' (EXPR) (* binary AND *) + | (EXPR) '<<' (EXPR) + | (EXPR) '>>' (EXPR) + | <id> '(' ((EXPR) /* ',') ')' + | <id> + | '(' (EXPR) ')' + + INVOCATION ::= <string> (* used for convenience *) + + LOCATION ::= '@' '(' (EXPR) ',' (EXPR) ',' (EXPR) ')' (* <map name, x, y> *) + + AREA ::= (LOCATION) + | (LOCATION) '@' '+' '(' (EXPR) ',' (EXPR) ')' (* width and height around location, passable only *) + | (LOCATION) 'towards' (EXPR) ':' '(' (EXPR) ',' (EXPR) ')' (* towards dir: Bar-shaped, width and depth; only NSEW supported *) + + ITEMS ::= '[' (ITEMC) /+ ',' ']' + + ITEMC ::= (ITEM) + | <int> '*' (ITEM) + + ITEM ::= <int> + | <id> + +* global + + GLOBAL ::= 'CONST'? <id> '=' (EXPR) ';' + + Available globals: + - min_casttime : int (* min # of ticks for each spell (BEFORE scaling according to battle.conf) *) + - obscure : int (* obscure percentage *) + +* teleport-anchor + + ANCHOR ::= 'TELEPORT-ANCHOR' <id> ':' (INVOCATION) '=' (EXPR) + + For example, + + TELEPORT-ANCHOR t : "tulimshar" = @("map_3-1.gat", 44, 70) + + creates a teleport anchor with name `t' and invocation `tulimshar' at the speicfied location. + +* spell + + SPELL ::= spellmod 'SPELL' <id> (ARG)? ':' (INVOCATION) '=' (SPELLDEF) + + SPELLMOD ::= ('SILENT' | 'LOCAL')* + + (silent: invocation silently dropped. local: `location' variable doesn't change after spell init.) + + ARG ::= '(' <id> ':' (ARGTYPE) ')" + + ARGTYPE ::= 'PC' (* yields a pc, or self *) + | 'STRING' + + SPELLDEF ::= ((SPELLBODY) /* '|') + | 'LET' (DECL)* 'IN' ((SPELLBODY) /* '|') + + SPELLBODY ::= (SPELLGUARD) '=>' (SPELLBODY) + | 'EFFECT' (EFFECT) ('ATTRIGGER' (EFFECT))? ('ATEND' (EFFECT))? + + (* `ATTRIGGER' is executed as a separate effect if the spell is `triggered'. If the trigger has a target, it is denoted + * in the variable `target'. + * `ATEND' is invoked for normal termination, i.e., after the spell is over or has been dispelled. `ATEND' is NOT used + * for the triggered effect; instead, spawn a separate spell in ATTRIGGER if that is desired. *) + + DECL ::= <id> '=' (EXPR) ';' + + SPELLGUARD ::= (PREREQ) + | (SPELLGUARD) 'or' (SPELLGUARD) + | '(' (SPELLGUARD) /+ ',' ')' + + PREREQ ::= 'REQUIRE' (EXPR) + | 'CATALYSTS' (ITEMS) + | 'COMPONENTS' (ITEMS) + | 'MANA' (EXPR) + | 'CASTTIME' (EXPR) (* # of ticks until the next spell can be cast *0 + + EFFECT ::= EFFECT ';' EFFECT + | '(' (EFFECT) ')' + | 'SKIP' (* no-op *) + | 'ABORT' (* abort spell. If used in a trigger, no charges will be consumed. *) + | 'END' (* skip to atend *) + | 'BREAK' (* break out of loop *) + | <id> '=' (EXPR) (* interpreted in the current context, eval'ds trictly *) + | 'FOREACH' (SELECTION) <id> 'IN' (AREA) 'DO' (EFFECT) (* randomises the subjects first *) + | 'FOR' <id> '=' (EXPR) 'TO' (EXPR) 'DO' (EFFECT) (* bounds are evaluated when the loop begins, no updates are respected *) + | 'IF' (EXPR) 'THEN' (EFFECT) ('ELSE' (EFFECT))? + | 'WAIT' (EXPR) (* amount in ticks before continuing. *) + | <id> '(' (EXPR) /* ',' ')' (* operation *) + | 'CALL' <id> '(' (EXPR) /* ',' ')' (* procedure call *) + | '{' ... '}' (* script *) + + SELECTION ::= 'PC' + | 'MOB' + | 'ENTITY' (* MOB or PC *) + | 'TARGET' (* like ENTITY, but includes PCs only on PvP maps *) + | 'SPELL' + | 'NPC' + +* procedures + + Procedures may be invoked via `CALL'. They use dynamic scoping. + + PROCEDURE ::= 'PROCEDURE' <id> '(' <id> /* ',' ')' '=' (EFFECT) |