| auraName | aura, b, buff, buffname, debuff, debuffname, n, name | Optional name, required to use associated mechanics & conditions that reference a specific aura. Given a random UUID if not defined. | |
| components| component, comp | The aura components to apply. Better explained later in the page | |
| auratype | auragroup, group, type, g | The type of the aura. It's similar to its name | |
| tags | tag | A list of comma-separated tags that the aura will have. The tags do nothing on their own, but can be used to "mark" the aura and better check against it |
| attachmenttype | attachment, attach | The [Attachment](#attachment-types) to apply to the entity the aura is applied to | NONE |
| onStartSkill | onStart, os | Meta-Skill executed when the aura first starts |<!--type:Metaskill-->|
| onTickSkill | onTick, ot | Meta-Skill executed every [interval] ticks on the affected entity|<!--type:Metaskill-->|
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@@ -44,13 +46,27 @@ duration and can also be used in other mechanics and conditions.
| CancelOnQuit | coq | Cancels the aura if the entity with the aura logs out. (Only really applies to players) | true |
| DoEndSkillOnTerminate | desot, alwaysrunendskill, ares | Whether or not the aura will run onEndSkill when it's removed by auraremove mechanic | true |
### ShowBarTimer Attribute
If set to `true`, additional attributes becomes available
| bartimerdisplay | bartimertext | The text in the bossbar | auraname |
| bartimercolor | | The [Color](/Mobs/BossBar#color) of the bossbar | RED<!--type:BarColor--> |
| bartimerstyle | | The [Style](/Mobs/BossBar#style) of the bossbar | SOLID<!--type:BarStyle--> |
## Components
An aura can define multiple components to use. Each defined component can trigger additional metaskills and apply specific features.
> [!tip]
> If you are familiar with mechanics such as [onDamaged](/Skills/Mechanics/onDamaged) or [onAttack](/Skills/Mechanics/onAttack), then this might sound pretty familiar to you. In fact, those mechanics are just an aura with a single specific component applied to them. But by using proper aura components, you will be able to create an aura that has multiple such effects at the same time!
Components have the same syntax of mechanics, and each has its own specific attributes you can define
| [fear](/Skills/Mechanics/AuraComponents/Fear.md) | Makes the target run around in fear |
| [fly](/Skills/Mechanics/AuraComponents/Fly.md) | Makes the target player have creative flight |
## Attachment Types
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@@ -74,6 +90,14 @@ Attachments are optional "objects" that are applied (attached) to the entity the
| attachmentCulling | attachCulling, culling | Whether the model should be able to be culled by ModelEngine | true |
| attachmentoffset | attachoffset | The model's offset from the attached entity, in a `x,y,z,yaw,pitch` format.<br>Can also be written as `x,y,z` or `x,y,z,yaw` | 0,0,0,0,0 |
## ShowBarTimer Attribute
If set to `true`, additional attributes becomes available