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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)
}