[{"data":1,"prerenderedAt":6},["ShallowReactive",2],{"extra:mechanics:aura":3},{"html":4,"title":-1,"frontmatter":5},"\u003Ch2>Components\u003C\u002Fh2>\n\u003Cp>An aura can define multiple components to use. Each defined component can trigger additional metaskills and apply specific features.\u003C\u002Fp>\n\u003Cblockquote>\n\u003Cp>[!tip]\nIf you are familiar with mechanics such as \u003Ca href=\"\u002Fmechanics\u002FonDamaged\">onDamaged\u003C\u002Fa> or \u003Ca href=\"\u002Fmechanics\u002FonAttack\">onAttack\u003C\u002Fa>, 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!\u003C\u002Fp>\n\u003C\u002Fblockquote>\n\u003Cp>Components have the same syntax of mechanics, and each has its own specific attributes you can define\u003C\u002Fp>\n\u003Cpre class=\"language-yaml\">\u003Ccode class=\"language-yaml\">  \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:aura\">aura\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">auraname\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">MultiAura\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">duration\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">200\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">interval\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">10\u003C\u002Fspan>;\n      \u003Cspan class=\"yaml-plain\">components\u003C\u002Fspan>=\u003Cspan class=\"yaml-punc\">[\u003C\u002Fspan>\n        \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:onattack\">onattack\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">onattack\u003C\u002Fspan>=\u003Cspan class=\"yaml-punc\">[\u003C\u002Fspan> \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Cspan class=\"yaml-plain\">particles\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">p\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">flame\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">a\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">50\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">s\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">1\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan> @\u003Ca class=\"mythic-ref\" data-mythic-ref=\"t:self\">self\u003C\u002Fa> \u003Cspan class=\"yaml-punc\">]\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan>\n        \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:ondamaged\">ondamaged\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">ondamaged\u003C\u002Fspan>=\u003Cspan class=\"yaml-punc\">[\u003C\u002Fspan> \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Cspan class=\"yaml-plain\">particles\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">p\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">soulflame\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">a\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">50\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">s\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">1\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan> @\u003Ca class=\"mythic-ref\" data-mythic-ref=\"t:self\">self\u003C\u002Fa> \u003Cspan class=\"yaml-punc\">]\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan>\n        \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:stat\">stat\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">stat\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">HEALTH\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">type\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">ADDITIVE\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">value\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">20\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan>\n      \u003Cspan class=\"yaml-punc\">]\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan>\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Component\u003C\u002Fth>\n\u003Cth>Description\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FFear\">Fear\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Makes the target run around in fear\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FFly\">Fly\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Makes the target player have creative flight\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FGlow\">Glow\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Makes the target glow\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnAttack\">OnAttack\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>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\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnBlockBreak\">OnBlockBreak\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target that triggers a skill when they break a block\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnBlockPlace\">OnBlockPlace\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target that triggers a skill when they place a block\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnChat\">OnChat\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component on the target player that triggers a metaskill when they type a chat message\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnDamaged\">OnDamaged\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>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\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnDeath\">OnDeath\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target that triggers a skill when they die\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnInteract\">OnInteract\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target that triggers a skill when they right click an entity\u002Fget right clicked by a player\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnSwing\">OnSwing\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target player that triggers a skill when they swing their arm (left click)\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FOnShoot\">OnShoot\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target that triggers a skill when they shoot a projectile\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FStat\">Stat\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Applies an aura component to the target that that applies a specific stat to them\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fmechanics\u002FAuraComponents\u002FStun\">Stun\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>Holds the target in place temporarily\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003Ch2>Attachment Types\u003C\u002Fh2>\n\u003Cp>Attachments are optional “objects” that are applied (attached) to the entity the aura is applied to\u003C\u002Fp>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Attachment\u003C\u002Fth>\n\u003Cth>Aliases\u003C\u002Fth>\n\u003Cth>Description\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"#modelengine-attachment\">MODELENGINE\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>MEG, ME\u003C\u002Ftd>\n\u003Ctd>A ModelEngine model\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003Ch3>ModelEngine Attachment\u003C\u002Fh3>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Attribute\u003C\u002Fth>\n\u003Cth>Aliases\u003C\u002Fth>\n\u003Cth>Description\u003C\u002Fth>\n\u003Cth>Default\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>attachmentmodel\u003C\u002Ftd>\n\u003Ctd>attachmodel, model\u003C\u002Ftd>\n\u003Ctd>The model of the attachment\u003C\u002Ftd>\n\u003Ctd>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentstate\u003C\u002Ftd>\n\u003Ctd>attachstate, state\u003C\u002Ftd>\n\u003Ctd>The state the model will be playing\u003C\u002Ftd>\n\u003Ctd>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentcolor\u003C\u002Ftd>\n\u003Ctd>attachcolor\u003C\u002Ftd>\n\u003Ctd>The color applied to the model\u003C\u002Ftd>\n\u003Ctd>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentscale\u003C\u002Ftd>\n\u003Ctd>attachscale\u003C\u002Ftd>\n\u003Ctd>The scale of the model\u003C\u002Ftd>\n\u003Ctd>1\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentViewRadius\u003C\u002Ftd>\n\u003Ctd>attackviewradius\u003C\u002Ftd>\n\u003Ctd>The view radius of the model. Leave as -1 to use ModelEngine’s default settings\u003C\u002Ftd>\n\u003Ctd>-1\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentEnchanted\u003C\u002Ftd>\n\u003Ctd>attachEnchanted, enchanted\u003C\u002Ftd>\n\u003Ctd>Whether the model should have an enchantment glint applied to it\u003C\u002Ftd>\n\u003Ctd>false\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentGlowing\u003C\u002Ftd>\n\u003Ctd>attachGlowing, glowing\u003C\u002Ftd>\n\u003Ctd>Whether the model should be glowing\u003C\u002Ftd>\n\u003Ctd>false\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentglowcolor\u003C\u002Ftd>\n\u003Ctd>attachglowcolor\u003C\u002Ftd>\n\u003Ctd>The glow color of the model, if \u003Ccode>attachmentGlowing\u003C\u002Fcode> is set to \u003Ccode>true\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentCulling\u003C\u002Ftd>\n\u003Ctd>attachCulling, culling\u003C\u002Ftd>\n\u003Ctd>Whether the model should be able to be culled by ModelEngine\u003C\u002Ftd>\n\u003Ctd>true\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>attachmentoffset\u003C\u002Ftd>\n\u003Ctd>attachoffset\u003C\u002Ftd>\n\u003Ctd>The model’s offset from the attached entity, in a \u003Ccode>x,y,z,yaw,pitch\u003C\u002Fcode> format.\u003Cbr>Can also be written as \u003Ccode>x,y,z\u003C\u002Fcode> or \u003Ccode>x,y,z,yaw\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>0,0,0,0,0\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003Ch2>ShowBarTimer Attribute\u003C\u002Fh2>\n\u003Cp>If set to \u003Ccode>true\u003C\u002Fcode>, additional attributes becomes available\u003C\u002Fp>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Attribute\u003C\u002Fth>\n\u003Cth>Aliases\u003C\u002Fth>\n\u003Cth>Description\u003C\u002Fth>\n\u003Cth>Default\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>bartimerdisplay\u003C\u002Ftd>\n\u003Ctd>bartimertext\u003C\u002Ftd>\n\u003Ctd>The text in the bossbar\u003C\u002Ftd>\n\u003Ctd>auraname\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>bartimercolor\u003C\u002Ftd>\n\u003Ctd>\u003C\u002Ftd>\n\u003Ctd>The \u003Ca href=\"\u002FMobs\u002FBossBar#color\">Color\u003C\u002Fa> of the bossbar\u003C\u002Ftd>\n\u003Ctd>RED\u003C!--type:BarColor-->\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>bartimerstyle\u003C\u002Ftd>\n\u003Ctd>\u003C\u002Ftd>\n\u003Ctd>The \u003Ca href=\"\u002FMobs\u002FBossBar#style\">Style\u003C\u002Fa> of the bossbar\u003C\u002Ftd>\n\u003Ctd>SOLID\u003C!--type:BarStyle-->\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003Ch2>Examples\u003C\u002Fh2>\n\u003Cpre class=\"language-yaml\">\u003Ccode class=\"language-yaml\">\u003Cspan class=\"yaml-key\">  Skills\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">:\u003C\u002Fspan>\n  \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:Aura\">Aura\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">auraName\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">Retributing_Light\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">onTick\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">RetributingLightDamage\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">interval\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">10\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">duration\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">240\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan> @\u003Ca class=\"mythic-ref\" data-mythic-ref=\"t:self\">self\u003C\u002Fa>\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cp>Gives the target (Which in this case is the entity itself) the\nRetributing_Light aura that lasts 12 seconds. Every 10 ticks (or half a\nsecond) it will fire the RetributingLightDamage skill.\u003C\u002Fp>\n\u003Chr>\n\u003Cpre class=\"language-yaml\">\u003Ccode class=\"language-yaml\">\u003Cspan class=\"yaml-key\"> Skills\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">:\u003C\u002Fspan>\n  \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:onDamaged\">onDamaged\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">auraName\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">fire_shield\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">onHit\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">FireShield\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">duration\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">200\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">charges\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">5\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">multiplier\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">0.5\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan> @\u003Ca class=\"mythic-ref\" data-mythic-ref=\"t:self\">self\u003C\u002Fa>\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cp>In this example, the caster’s next 5 hits taken in 10 seconds would\ntrigger the FireShield skill targeting whatever hit them and also deal\n50% damage. However, if FireShield’s conditions failed, it would deal\nregular damage as the multiplier would not trigger either.\u003C\u002Fp>\n\u003Chr>\n\u003Cpre class=\"language-yaml\">\u003Ccode class=\"language-yaml\">\u003Cspan class=\"yaml-key\">  Skills\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">:\u003C\u002Fspan>\n  \u003Cspan class=\"yaml-plain\">-\u003C\u002Fspan> \u003Ca class=\"mythic-ref\" data-mythic-ref=\"m:onAttack\">onAttack\u003C\u002Fa>\u003Cspan class=\"yaml-punc\">{\u003C\u002Fspan>\u003Cspan class=\"yaml-plain\">auraName\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">fiery_strikes\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">onHit\u003C\u002Fspan>=\u003Cspan class=\"yaml-plain\">FireStrike\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">duration\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">200\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">charges\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">5\u003C\u002Fspan>;\u003Cspan class=\"yaml-plain\">multiplier\u003C\u002Fspan>=\u003Cspan class=\"yaml-number\">2\u003C\u002Fspan>\u003Cspan class=\"yaml-punc\">}\u003C\u002Fspan> @\u003Ca class=\"mythic-ref\" data-mythic-ref=\"t:self\">self\u003C\u002Fa>\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cp>In this example, the caster’s next 5 physical hits within 10 seconds\nwould trigger the FireStrike skill targeting whatever was hit and also\ndeal 200% damage. However, if FireStrike’s conditions failed, it would\ndeal regular damage as the multiplier would not trigger either.\u003C\u002Fp>\n",{},1779402743589]