Verbes
Un verbe est un raccourci. Il devient un bloc. Pour la grammaire, ouvre Exemples. La liste est relue dans le module.
aim
Direction de visée.
Bloc: Player.AimDirection.
Arguments: aucun argument obligatoire.
data {
valeur = aim(player = caster, flat = false)
}
anim
Joue une animation.
Bloc: Anim.Play.
Arguments: sequence.
on cast {
anim("texte", player = caster, rate = 1, loop = false)
}
apply
Applique un statut.
Bloc: Status.Apply.
Arguments: target, status, duration.
on cast {
apply(caster, "slow", 1, magnitude = 0.5)
}
ball
Ballon du joueur (ball, hasBall).
Bloc: Ball.Get.
Arguments: aucun argument obligatoire.
data {
valeur = ball(player = caster)
}
call
Déclenche un événement custom.
Bloc: Flow.CallEvent.
Arguments: name.
on cast {
call("texte")
}
cancel
Arrête l'exécution.
Bloc: Flow.Cancel.
Arguments: reason.
on cast {
cancel("Flow.Cancel")
}
chance
Vrai avec une probabilité en %.
Bloc: Math.Chance.
Arguments: percent.
data {
valeur = chance(50)
}
cue
Effet de la bibliothèque (particule + son + secousse).
Bloc: Step.Cue.
Arguments: name.
on cast {
cue("charge")
}
damage
Inflige des dégâts bornés.
Bloc: Combat.Damage.
Arguments: target, amount.
on cast {
damage("texte", 5)
}
dash
Dash avec effet.
Bloc: Action.Dash.
Arguments: direction.
on cast {
dash("forward", speed = 900, duration = 0.28)
}
find_around
Cibles dans un rayon.
Bloc: Target.FindInSphere.
Arguments: center, radius.
data {
valeur = find_around({0, 0, 0}, 200, filter = "targets", max = 8)
}
find_ball
Ballon dans le cône de visée.
Bloc: Target.FindBallInCone.
Arguments: range, angle.
data {
valeur = find_ball(150, 60, player = caster)
}
find_target
Cible la plus proche dans le cône de visée.
Bloc: Target.FindPlayerInCone.
Arguments: range, angle.
data {
valeur = find_target(300, 60, player = caster, requireSight = true)
}
freeze
Fige un joueur.
Bloc: Player.Freeze.
Arguments: duration.
on cast {
freeze(1, player = caster, moveTypeNone = false)
}
get
Lit une variable.
Bloc: Var.Get.
Arguments: name.
data {
valeur = get("texte")
}
guided_pass
Passe guidée vers une cible.
Bloc: Ball.GuidedPass.
Arguments: target.
on cast {
guided_pass("texte", player = caster, speed = 1200)
}
hit
Fenêtre de frappe : portée, dégâts, étourdissement.
Bloc: Action.Hit.
Arguments: range.
on cast {
hit(180, mode = "ball", cone = 40, duration = 0.35)
}
hitbox
Agrandit la hitbox.
Bloc: Player.SetHitboxMultiplier.
Arguments: value, duration.
on cast {
hitbox(1.5, 1, player = caster)
}
impact
Tir complet : animation, attente, frappe, effets.
Bloc: Action.Impact.
Arguments: power.
on cast {
impact(12000, sequence = "player_shoot_highpower_v0_bton", windup = 0.4, lift = 220)
}
launch
Lâche le ballon et le frappe.
Bloc: Ball.Launch.
Arguments: force.
on cast {
launch(2000, player = caster, lift = 50, powerShot = false)
}
lock
Bloque les déplacements.
Bloc: Movement.Lock.
Arguments: duration.
on cast {
lock(0.5, player = caster)
}
notify
Message au joueur.
Bloc: Player.Notify.
Arguments: text.
on cast {
notify("texte", player = caster, kind = "info", duration = 3)
}
particle
Joue une particule.
Bloc: FX.Particle.
Arguments: name.
on cast {
particle("texte", attach = "none", attachId = 0, duration = 1)
}
pass
Passe directe vers une cible.
Bloc: Ball.StraightPass.
Arguments: target.
on cast {
pass("texte", player = caster, speed = 900)
}
projectile
Projectile physique dans l'axe de visée.
Bloc: Step.Projectile.
Arguments: speed.
on cast {
projectile(1500, model = "models/props_junk/rock001a.mdl", lifetime = 3)
}
recover
Récupération : ralenti pendant N secondes.
Bloc: Step.Recover.
Arguments: seconds.
on cast {
recover(0.3, slow = 0.6)
}
refund
Rembourse coût et cooldown.
Bloc: Skill.Refund.
Arguments: aucun argument obligatoire.
on cast {
refund()
}
release_ball
Lâche le ballon sans le frapper.
Bloc: Ball.Release.
Arguments: aucun argument obligatoire.
on cast {
release_ball(player = caster, hideClient = false, nextTouch = 0.2)
}
require
Condition de lancement (remboursement si échec).
Bloc: Step.Require.
Arguments: condition.
on cast {
require("has_ball")
}
root
Immobilise une cible.
Bloc: Status.Apply.
Arguments: target, duration.
on cast {
root(caster, 1, status = "slow", magnitude = 0.5)
}
set
Enregistre une variable.
Bloc: Var.Set.
Arguments: name, value.
on cast {
set("texte", "texte")
}
shake
Secousse de caméra.
Bloc: FX.ScreenShake.
Arguments: pos.
on cast {
shake({0, 0, 0}, amplitude = 5, frequency = 5, duration = 0.5)
}
shoot
Tir puissant du ballon porté.
Bloc: Ball.PowerShot.
Arguments: power.
on cast {
shoot(2000, player = caster, lift = 50, particleTime = 1.2)
}
slow
Ralentit une cible.
Bloc: Status.Apply.
Arguments: target, duration, magnitude.
on cast {
slow(caster, 1, 0.5, status = "slow")
}
sound
Joue un son.
Bloc: FX.Sound.
Arguments: name.
on cast {
sound("texte", level = 80, pitch = 100, volume = 1)
}
speed
Multiplie la vitesse (buff / debuff).
Bloc: Movement.SpeedModifier.
Arguments: multiplier, duration.
on cast {
speed(1.5, 1, player = caster)
}
steal
Vole le ballon d'une cible.
Bloc: Ball.Steal.
Arguments: victim.
on cast {
steal("texte", player = caster)
}
stun
Étourdit une cible.
Bloc: Status.Apply.
Arguments: target, duration.
on cast {
stun(caster, 1, status = "slow", magnitude = 0.5)
}
take_ball
Ramasse le ballon libre le plus proche.
Bloc: Ball.TakeNearby.
Arguments: radius.
on cast {
take_ball(100, player = caster)
}
teleport
Téléporte (distance bornée).
Bloc: Player.SetPos.
Arguments: pos.
on cast {
teleport({0, 0, 0}, player = caster, maxDistance = 500)
}
wait
Attend N secondes.
Bloc: Flow.Delay.
Arguments: seconds.
on cast {
wait(0.2)
}
windup
Préparation : animation, cue, verrou, puis attente.
Bloc: Step.Windup.
Arguments: seconds.
on cast {
windup(0.4, rate = 1, lock = false, cue = "charge")
}
zone
Zone qui ralentit et draine autour du lanceur.
Bloc: Zone.SlowAura.
Arguments: radius, duration.
on cast {
zone(128, 8, player = caster, slowPercent = 50)
}