Optional ReadonlyhookOptional ReadonlyhooksHooks exported by the game's adapter, by type:name. A bare id declares the hook exists;
MwlHookDeclaration additionally declares the attributes its [hook] calls carry, which
is what turns a typo in one of them into a compile-time diagnostic.
Optional ReadonlymapOptional map dimensions used to reject authored coordinates outside the map.
Optional ReadonlyrowWhat MWL_DUPLICATE_ID's tag:id key is scoped to.
Defaults to 'global': the whole compiled catalog, every source file combined, so the
same [item] id=sword in two different files is one real duplicate. A game whose own id
convention is meaningful only within one file - a domain- or table-scoped id, reused on
purpose across files the way a database's own per-table primary key is - wants 'file'
instead, which folds each node's source file into the key so that reuse across files no
longer reports a false MWL_DUPLICATE_ID; a real duplicate within one file still does.
Optional ReadonlyslotsSlots are game-defined. Supplying them enables unknown-slot diagnostics.
Optional ReadonlytableDeclarative cross-table references (item 362): each entry names a [table] column whose
cells must resolve against another table's column, a node-id namespace, or a closed value set. A failure reports
the table, the row, and the offending value. Purely additive and optional: saves, replays
and every existing check are untouched when it is absent.
Additional game-owned attributes whose values are domain hook references.