added fly and fear aura components authored by Lxlp's avatar Lxlp
...@@ -19,7 +19,9 @@ duration and can also be used in other mechanics and conditions. ...@@ -19,7 +19,9 @@ duration and can also be used in other mechanics and conditions.
| Attribute | Aliases | Description | Default | | Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------| |-----------|-----------|----------------------------------------------------------------------|---------|
| 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. | | | 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 | | | 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 | | 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-->| | 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-->| | onTickSkill | onTick, ot | Meta-Skill executed every [interval] ticks on the affected entity|<!--type:Metaskill-->|
...@@ -44,13 +46,27 @@ duration and can also be used in other mechanics and conditions. ...@@ -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 | | 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 | | DoEndSkillOnTerminate | desot, alwaysrunendskill, ares | Whether or not the aura will run onEndSkill when it's removed by auraremove mechanic | true |
### ShowBarTimer Attribute ## Components
If set to `true`, additional attributes becomes available An aura can define multiple components to use. Each defined component can trigger additional metaskills and apply specific features.
| Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------| > [!tip]
| bartimerdisplay | bartimertext | The text in the bossbar | auraname | > 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!
| 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 have the same syntax of mechanics, and each has its own specific attributes you can define
```yaml
- aura{auraname=MultiAura;duration=200;interval=10;
components=[
- onattack{onattack=[ - particles{p=flame;a=50;s=1} @self ]}
- ondamaged{ondamaged=[ - particles{p=soulflame;a=50;s=1} @self ]}
- stat{stat=HEALTH;type=ADDITIVE;value=20}
]}
```
| Component | Description |
|-----------------------------------------------------------------|--------------------------------------|
| [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 ## Attachment Types
...@@ -74,6 +90,14 @@ Attachments are optional "objects" that are applied (attached) to the entity the ...@@ -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 | | 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 | | 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
| Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------|
| 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--> |
## Examples ## Examples
```yaml ```yaml
Skills: Skills:
... ...
......