Aura

Description

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 status effects (i.e. buffs and debuffs) that are tracked for their duration and can also be used in other mechanics and conditions.

Implemented Placeholders
<skill.var.aura-name>
<skill.var.aura-type>
<skill.var.aura-charges>
<skill.var.aura-duration>
<skill.var.aura-duration-millis>
<skill.var.aura-stacks>

Attributes

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.
components component, comp The aura components to apply. Better explained later in the page
auratype auragroup, group, type, g The type of the aura. It's similar to its name
tags tag A list of comma-separated tags that the aura will have. The tags do nothing on their own, but can be used to "mark" the aura and better check against it
attachmenttype attachment, attach The Attachment to apply to the entity the aura is applied to NONE
onStartSkill onStart, os Meta-Skill executed when the aura first starts
onTickSkill onTick, ot Meta-Skill executed every [interval] ticks on the affected entity
onEndSkill onEnd, oe Meta-Skill executed when the aura ends
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
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
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
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
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
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
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
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
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
DoEndSkillOnTerminate desot, alwaysrunendskill, ares Whether or not the aura will run onEndSkill when it's removed by auraremove mechanic true

Components

An aura can define multiple components to use. Each defined component can trigger additional metaskills and apply specific features.

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
ChunkLoad Keeps the chunk the target is in loaded for the duration of the aura
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
OnInput Applies an aura component to the target player that triggers a skill and sets variables based on their used inputs
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
ProjectileRebound Rebounds incoming projectiles away from the target, optionally back at whoever fired them
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.

Aliases

  • buff
  • debuff
Updated Aug 19, 2026