For
for <gamevar> <function> { [...] }
for <gamevar> <function> <value> { [...] }
Executes the code in the curly braces for every instance of the function specified, and <gamevar> stores the sprite/sector/wall/etc found in the current function.
For example, setting <function> to allsprites will execute the code for every sprite in-game, and the var specified in <gamevar> will be set to the sprite number of the current sprite it's on.
Functions
| allsprites | All actors/sprites in-game. | 
| allsectors | All sectors in the map. | 
| allwalls | All walls in the map. | 
| activelights lights | All active polymer lights. | 
| drawnsprites | Only the sprites currently being drawn. | 
| spritesofsector<sectnum> sprofsec<sectnum> | All sprites in the given sector. | 
| spritesofstatus <statnum> sprofstat <statnum> | All sprites with the given statnum. | 
| wallsofsector <sectnum> walofsec <sectnum> | The walls of the given sector. | 
| loopofwall <wall num> | All walls in the same loop of the given wall. | 
| range <num> | A range from 0 to the number specified. | 
Unlike other loop forms, the conditional statement is not re-evaluated each iteration. For example, the following loop will log 1 through 10:
var i
var j 10
for i range j {
    add i 1 // only affects current iteration; log 1..10 instead of 0..9
    sub j 1 // same as above; effectively does nothing in this example
    al i
}
