By "it actually ran" I mean

1. It compiled
2. It stopped throwing null pointer errors

The good news is that while the work is extremely tedious (yay for making so many nonterminals) the work actually, well, works, so I am actually starting to be able to attach some code to the parsing. For example, so far it can load class skills/traits, add players/targets, and change attributes.

Next up is simply...writing the next 30 or so code stubs. Then it'll work.

I anticipate it'll be done by monday/tuesday.

Far far down the road someday, I may have it spit out actual C# code, so you can compile your rotations to make them run faster. In the meantime performance is the least of my concerns and I doubt anyone would actually care about this functionality so its not going to happen.

Also, please take a look at the script sample, and try to write up your own. I need people to get hands on so they can tell me if they need additional functionality from the language. Earlier is better.