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* Key name: A name with <tt>'</tt> at first. You can't define your own; see [Hero Mesh key name] for a list. These are not necessarily bound to the same physical keys that they are named, however.
Also:
* Names: All names are case-sensitive. Valid characters include all digits 0 to 9, letters A to Z and a to z, plus, minus, underscore, question mark, period, forward slash, and asterisk.
* Prefixes: Many kind of tokens also accept a <tt>=</tt> and/or <tt>,</tt> prefix. These are used as modifiers to indicate the use in a different case.
* Comments: Start with <tt>;</tt> (outside of a string literal) and up to the next line break is a comment.
* Macros: See [Preprocessor].
Please note that SQL codes cannot be used in this file. SQL is used internally and in user configuration files, and may be entered by the user at runtime, but the rules of the game cannot be defined by use of SQL; it has its own programming language for defining the rules of the game, instead.
<h2>Top level blocks</h2>
At the top level (outside of any other blocks, and after the preprocessor has run, if any), the following kind of blocks are possible (all must be in parentheses):
* Class definition: The first token is the class name. See below section for details. Each class must be defined only once.
* Global user variable: The first token is the global variable name, and second is the initial value (a constant). If not specified, the initial value is zero. Example: <tt>(@money 100)</tt>
* Background color: Something like <tt>(Background 1)</tt> but replace 1 with the background colour from 0 to 255 (the default value is 1, which is normally black).
* Max animation steps: Something like <tt>(Animate 32)</tt> but replace 32 with the maxinum number of animation steps allowed, from 1 to 256. The default value is 32.
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