As Charrua says, TFormVector, Point and Normal are just Blitz3D names for multiplying a vector by a series of matrices. In this case, since scale and position are not an issue, you can just use one matrix.
Make a rotation matrix from your Euler Angles And Multiply your starting vector by that rotation matrix to get your end vector.
Make a rotation matrix from your Euler Angles And Multiply your starting vector by that rotation matrix to get your end vector.