aura
Applies a generic aura to the target
Aliases
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
Keeps the aura holder's chunk(s) force-loaded for the duration of the aura
Enables flight while the aura is active
Makes the aura holder glow
Triggers a skill when the aura holder attacks
Triggers a skill when the aura holder breaks a block
Triggers a skill when the aura holder places a block
Triggers a skill when the aura holder takes damage
Triggers a skill when the aura holder dies
- Author:
- Ashijin
