The example above, for instance, will generate a line of particles between the caster and the players in a 10 blocks radius. Had the targeter not been `@PIR` but another one, the line would have been generated between the caster and the targeter used.
# Inline Metaskills
Metaskills can also be written with a specific inline syntax, without the need to create another Metaskill entirely.
Metaskills written this way lose the access to all the fields a normal one has (Conditions, OnCooldownSkill etc.) and different methods are needed to obtain similar results to them (using the `cooldown` [universal attribute] instead of the Cooldown field).
Mechanics inside a Inline Metaskill cannot be commented out in a ordinary way in order to disable them, as that would cause the whole Metaskill to stop working. Characters such as `<#>` or `<&nm>` must be used before the mechanic in order to obtain the same effect.
The Inline Metaskill syntax can be used everywhere a normal Metaskill internal name would be expected inside of Metamechanics.
## Examples
```yaml
ExampleMob:
Type:ZOMBIE
Skills:
-skill{s=[
- message{m="Feeling cold? Don't you worry!"}
- delay 40
-ignite
]}@trigger ~onInteract
```
> In this example you can see both the syntax to write a inline metaskill and some of the features of a normal Metaskill (target inheritance, use of delays) being used
##
```yaml
Skills:
-skill{s=[
- message{m="Hello there! A pleasure to meet you!"}
- message{m="OHI, OHI! WHO IS THAT GUY OVER THERE NAMED <skill.var.examplename>?!?"}
]} @Owner
]} @target
```
> In this example you can see how Inline Metaskills can be nested and how they share the same skilltree, enabling them to use skill scoped variables
##
```yaml
Skills:
-skill{branch=true;s=[
- message{m="1"}
<#>- message{m="2"}
- message{m="3"}
];executeafterdeath=true} @trigger
```
> In this example you can see how to comment out a mechanic from a Inline Metaskill, and how normal attributes can be normally used in the calling Metamechanic
# Skill Parameters [Premium Feature]
Skill parameters are a feature allowing you to more easily create generic skills and pass parameters to them from other skills. If that sounds confusing, here's an example!