removed new syntax inconsistency after gitlab update authored by Lxlp's avatar Lxlp
## Description ## Description
The Aura mechanic acts as a status effect on the target entity, and can The Aura mechanic acts as a status effect on the target entity, and can
trigger other skills over its duration. Auras allow you to create custom trigger other skills over its duration. Auras allow you to create custom
status effects (i.e. buffs and debuffs) that are tracked for their status effects (i.e. buffs and debuffs) that are tracked for their
duration and can also be used in other mechanics and conditions. duration and can also be used in other mechanics and conditions.
[[_TOC_]] [[_TOC_]]
| [Implemented Placeholders] | | [Implemented Placeholders] |
|------------------------------------| |------------------------------------|
| `<skill.var.aura-name>` | | `<skill.var.aura-name>` |
| `<skill.var.aura-type>` | | `<skill.var.aura-type>` |
| `<skill.var.aura-charges>` | | `<skill.var.aura-charges>` |
| `<skill.var.aura-duration>` | | `<skill.var.aura-duration>` |
| `<skill.var.aura-duration-millis>` | | `<skill.var.aura-duration-millis>` |
| `<skill.var.aura-stacks>` | | `<skill.var.aura-stacks>` |
## Attributes ## Attributes
| 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. | |
| 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 | |
| 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-->|
| onEndSkill | onEnd, oe | Meta-Skill executed when the aura ends |<!--type:Metaskill-->| | onEndSkill | onEnd, oe | Meta-Skill executed when the aura ends |<!--type:Metaskill-->|
| ShowBarTimer | bartimer, bt| If set, the aura will display a bar for caster during it | false | | ShowBarTimer | bartimer, bt| If set, the aura will display a bar for caster during it | false |
| Charges | c | If set, the aura will fade when it hits zero charges. Modifiable by other mechanics. | 0 | | Charges | c | If set, the aura will fade when it hits zero charges. Modifiable by other mechanics. | 0 |
| Duration | ticks, t, d, time, t | The max duration (in ticks) the aura will persist. | 200 | | Duration | ticks, t, d, time, t | The max duration (in ticks) the aura will persist. | 200 |
| Interval | i | How often (in ticks) the aura fires its onTick skill | 1 | | Interval | i | How often (in ticks) the aura fires its onTick skill | 1 |
| maxStacks | ms | How many times the aura stacks on the same targeted entity if applied multiple times | 1 | | maxStacks | ms | How many times the aura stacks on the same targeted entity if applied multiple times | 1 |
| refreshDuration | rd | Makes the aura's duration refresh to the amount defined in the mechanic should the entity have the same aura applied to it again | true | | refreshDuration | rd | Makes the aura's duration refresh to the amount defined in the mechanic should the entity have the same aura applied to it again | true |
| mergeSameCaster | msc, mc | Merges all auras of the same name applied by one entity to another into one aura (Prevents a mob from being able to stack an aura multiple times on the same entity) | `false` if any among `mergeAll`, `overwriteAll` or `overwriteSameCaster` is `true` | | mergeSameCaster | msc, mc | Merges all auras of the same name applied by one entity to another into one aura (Prevents a mob from being able to stack an aura multiple times on the same entity) | `false` if any among `mergeAll`, `overwriteAll` or `overwriteSameCaster` is `true` |
| mergeAll | ma | Merges all auras of the same name applied by any and all entities to another into one aura (Prevents multiple mobs from being able to stack an aura multiple times on the same entity)| false | | mergeAll | ma | Merges all auras of the same name applied by any and all entities to another into one aura (Prevents multiple mobs from being able to stack an aura multiple times on the same entity)| false |
| overwriteSameCaster | osc, oc | When applied, stops all of the same auras applied on the target by the same caster and replaces them with the new aura (cannot be used with merge options) | false | | overwriteSameCaster | osc, oc | When applied, stops all of the same auras applied on the target by the same caster and replaces them with the new aura (cannot be used with merge options) | false |
| overwriteAll | overwrite, ow | When applied, stops all of the same auras applied on the target and replaces them with the new aura (cannot be used with merge options) | false | | overwriteAll | overwrite, ow | When applied, stops all of the same auras applied on the target and replaces them with the new aura (cannot be used with merge options) | false |
| CancelOnGiveDamage | cogd | Cancels the aura if the entity with the aura deals any damage to another entity | false | | CancelOnGiveDamage | cogd | Cancels the aura if the entity with the aura deals any damage to another entity | false |
| CancelOnTakeDamage | cotd | Cancels the aura if entity with the aura takes any sort of damage|false| | CancelOnTakeDamage | cotd | Cancels the aura if entity with the aura takes any sort of damage|false|
| CancelOnDeath | cod | Cancels the aura if the entity with the aura dies | true | | CancelOnDeath | cod | Cancels the aura if the entity with the aura dies | true |
| CancelOnCasterDeath| cocd | Cancels the aura if the caster of the aura dies | false | | CancelOnCasterDeath| cocd | Cancels the aura if the caster of the aura dies | false |
| CancelOnTeleport | cot | Cancels the aura if the entity with the aura teleports at all, whether by another mechanic or server command | false | | CancelOnTeleport | cot | Cancels the aura if the entity with the aura teleports at all, whether by another mechanic or server command | false |
| CancelOnChangeWorld | cocw | Cancels the aura if the entity with the aura changes worlds. (Most times applies to players) | false | | CancelOnChangeWorld | cocw | Cancels the aura if the entity with the aura changes worlds. (Most times applies to players) | false |
| CancelOnSkillUse | cosu | Cancels the aura if the entity with the aura uses another skill while the aura is active | false | | CancelOnSkillUse | cosu | Cancels the aura if the entity with the aura uses another skill while the aura is active | false |
| 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 ### ShowBarTimer Attribute
If set to `true`, additional attributes becomes available If set to `true`, additional attributes becomes available
| Attribute | Aliases | Description | Default | | Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------| |-----------|-----------|----------------------------------------------------------------------|---------|
| bartimerdisplay | bartimertext | The text in the bossbar | auraname | | bartimerdisplay | bartimertext | The text in the bossbar | auraname |
| bartimercolor | | The [Color](/Mobs/BossBar#color) of the bossbar | RED<!--type:BarColor--> | | bartimercolor | | The [Color](/Mobs/BossBar#color) of the bossbar | RED<!--type:BarColor--> |
| bartimerstyle | | The [Style](/Mobs/BossBar#style) of the bossbar | SOLID<!--type:BarStyle--> | | bartimerstyle | | The [Style](/Mobs/BossBar#style) of the bossbar | SOLID<!--type:BarStyle--> |
## Attachment Types ## Attachment Types
Attachments are optional "objects" that are applied (attached) to the entity the aura is applied to Attachments are optional "objects" that are applied (attached) to the entity the aura is applied to
| Attachment | Aliases | Description | | Attachment | Aliases | Description |
|-------------|--------------|---------------------------------------------------------------------------| |-------------|--------------|---------------------------------------------------------------------------|
| [MODELENGINE](#modelengine-attachment) | MEG, ME | A ModelEngine model | | [MODELENGINE](#modelengine-attachment) | MEG, ME | A ModelEngine model |
### ModelEngine Attachment ### ModelEngine Attachment
| Attribute | Aliases | Description | Default | | Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------| |-----------|-----------|----------------------------------------------------------------------|---------|
| attachmentmodel | attachmodel, model | The model of the attachment | | | attachmentmodel | attachmodel, model | The model of the attachment | |
| attachmentstate | attachstate, state | The state the model will be playing | | | attachmentstate | attachstate, state | The state the model will be playing | |
| attachmentcolor | attachcolor | The color applied to the model | | | attachmentcolor | attachcolor | The color applied to the model | |
| attachmentscale | attachscale | The scale of the model | 1 | | attachmentscale | attachscale | The scale of the model | 1 |
| attachmentViewRadius | attackviewradius | The view radius of the model. Leave as -1 to use ModelEngine's default settings | -1 | | attachmentViewRadius | attackviewradius | The view radius of the model. Leave as -1 to use ModelEngine's default settings | -1 |
| attachmentEnchanted | attachEnchanted, enchanted | Whether the model should have an enchantment glint applied to it | false | | attachmentEnchanted | attachEnchanted, enchanted | Whether the model should have an enchantment glint applied to it | false |
| attachmentGlowing | attachGlowing, glowing | Whether the model should be glowing | false | | attachmentGlowing | attachGlowing, glowing | Whether the model should be glowing | false |
| attachmentglowcolor | attachglowcolor | The glow color of the model, if `attachmentGlowing` is set to `true` | | | attachmentglowcolor | attachglowcolor | The glow color of the model, if `attachmentGlowing` is set to `true` | |
| 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 |
## Examples ## Examples
```yaml ```yaml
Skills: Skills:
- Aura{auraName=Retributing_Light;onTick=RetributingLightDamage;interval=10;duration=240} @self - Aura{auraName=Retributing_Light;onTick=RetributingLightDamage;interval=10;duration=240} @self
``` ```
Gives the target (Which in this case is the entity itself) the Gives the target (Which in this case is the entity itself) the
Retributing_Light aura that lasts 12 seconds. Every 10 ticks (or half a Retributing_Light aura that lasts 12 seconds. Every 10 ticks (or half a
second) it will fire the RetributingLightDamage skill. second) it will fire the RetributingLightDamage skill.
##
```yaml ---
Skills:
- onDamaged{auraName=fire_shield;onHit=FireShield;duration=200;charges=5;multiplier=0.5} @self ```yaml
``` Skills:
In this example, the caster's next 5 hits taken in 10 seconds would - onDamaged{auraName=fire_shield;onHit=FireShield;duration=200;charges=5;multiplier=0.5} @self
trigger the FireShield skill targeting whatever hit them and also deal ```
50% damage. However, if FireShield's conditions failed, it would deal In this example, the caster's next 5 hits taken in 10 seconds would
regular damage as the multiplier would not trigger either. trigger the FireShield skill targeting whatever hit them and also deal
## 50% damage. However, if FireShield's conditions failed, it would deal
```yaml regular damage as the multiplier would not trigger either.
Skills:
- onAttack{auraName=fiery_strikes;onHit=FireStrike;duration=200;charges=5;multiplier=2} @self ---
```
In this example, the caster's next 5 physical hits within 10 seconds ```yaml
would trigger the FireStrike skill targeting whatever was hit and also Skills:
deal 200% damage. However, if FireStrike's conditions failed, it would - onAttack{auraName=fiery_strikes;onHit=FireStrike;duration=200;charges=5;multiplier=2} @self
deal regular damage as the multiplier would not trigger either. ```
In this example, the caster's next 5 physical hits within 10 seconds
would trigger the FireStrike skill targeting whatever was hit and also
## Aliases deal 200% damage. However, if FireStrike's conditions failed, it would
- [x] buff deal regular damage as the multiplier would not trigger either.
- [x] debuff
## Aliases
<!-- LINKS --> - [x] buff
[Implemented Placeholders]: /Skills/Placeholders#variable-placeholders - [x] debuff
<!--TAGS--> <!-- LINKS -->
<!--tag:Meta-Mechanic:Aura--> [Implemented Placeholders]: /Skills/Placeholders#variable-placeholders
<!--TAGS-->
<!--tag:Meta-Mechanic:Aura-->
<!--tag:Meta-Mechanic--> <!--tag:Meta-Mechanic-->
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