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Actions

Actions define what happens when a skill activates. They are the first component of a skill line and have no prefix.

Syntax

action{params} @target ~trigger

The action is required - every skill must do something.

Quick Example

Skills:
# Play animations
- animation{name=idle, mode=loop} ~idle
- animation{name=walk, mode=loop} ~moving

# Deal damage
- damage{amount=10, type=explosion} @PlayersInRadius{r=5} ~onDeath

# Control bone visibility
- showbone{bone=wings} ~health{below=50, once=true}
- hidebone{bone=helmet} ~onDeath

All Actions

Animation

ActionDescription
animationPlay an animation on the entity

Combat

ActionDescription
damageDeal damage to targets

Visual

ActionDescription
hideboneHide a bone on the entity
showboneShow a previously hidden bone

Action Parameters

Actions use {key=value} syntax for parameters:

Skills:
# Single parameter
- animation{name=idle}

# Multiple parameters
- animation{name=idle, mode=loop, blend=true}

# Numeric parameters
- damage{amount=10, type=fire}

Common Patterns

Basic Animation Set

Skills:
- animation{name=idle, mode=loop} ~idle
- animation{name=walk, mode=loop} ~moving
- animation{name=hurt} ~onHurt
- animation{name=death} ~onDeath

Boss Phase Transition

Skills:
- animation{name=enrage, blend=false} ~health{below=50, once=true}
- showbone{bone=phase2_wings} ~health{below=50, once=true}
- hidebone{bone=phase1_aura} ~health{below=50, once=true}
- damage{amount=10, type=magic} @PlayersInRadius{r=10} ~health{below=50, once=true}

Death Effects

Skills:
- animation{name=death} ~onDeath
- hidebone{bone=helmet} ~onDeath
- hidebone{bone=weapon} ~onDeath
- damage{amount=15, type=explosion} @PlayersInRadius{r=8} ~onDeath