Mechanic

aura

Applies a generic aura to the target

Aliases

buffdebuff

Examples & Notes

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 or 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

  - 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 Makes the target run around in fear
Fly Makes the target player have creative flight
Glow Makes the target glow
OnAttack Applies an aura component to the target that triggers a skill when they damage something. It is also possible to change the damage event itself
OnBlockBreak Applies an aura component to the target that triggers a skill when they break a block
OnBlockPlace Applies an aura component to the target that triggers a skill when they place a block
OnChat Applies an aura component on the target player that triggers a metaskill when they type a chat message
OnDamaged Applies an aura component to the target that triggers a skill when they take damage from something. It is also possible to change the damage event itself
OnDeath Applies an aura component to the target that triggers a skill when they die
OnInteract Applies an aura component to the target that triggers a skill when they right click an entity/get right clicked by a player
OnSwing Applies an aura component to the target player that triggers a skill when they swing their arm (left click)
OnShoot Applies an aura component to the target that triggers a skill when they shoot a projectile
Stat Applies an aura component to the target that that applies a specific stat to them
Stun Holds the target in place temporarily

Attachment Types

Attachments are optional “objects” that are applied (attached) to the entity the aura is applied to

Attachment Aliases Description
MODELENGINE MEG, ME A ModelEngine model

ModelEngine Attachment

Attribute Aliases Description Default
attachmentmodel attachmodel, model The model of the attachment
attachmentstate attachstate, state The state the model will be playing
attachmentcolor attachcolor The color applied to the model
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
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
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
attachmentoffset attachoffset The model’s offset from the attached entity, in a x,y,z,yaw,pitch format.
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 of the bossbar RED
bartimerstyle The Style of the bossbar SOLID

Examples

  Skills:
  - Aura{auraName=Retributing_Light;onTick=RetributingLightDamage;interval=10;duration=240} @self

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 second) it will fire the RetributingLightDamage skill.


 Skills:
  - onDamaged{auraName=fire_shield;onHit=FireShield;duration=200;charges=5;multiplier=0.5} @self

In this example, the caster’s next 5 hits taken in 10 seconds would trigger the FireShield skill targeting whatever hit them and also deal 50% damage. However, if FireShield’s conditions failed, it would deal 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 would trigger the FireStrike skill targeting whatever was hit and also deal 200% damage. However, if FireStrike’s conditions failed, it would deal regular damage as the multiplier would not trigger either.

Universal Mechanic Options

Mentioned by

Author:
Ashijin
Community-maintained documentation for the Mythic plugin ecosystem.