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
| Action | Description |
|---|---|
| animation | Play an animation on the entity |
Combat
| Action | Description |
|---|---|
| damage | Deal damage to targets |
Visual
| Action | Description |
|---|---|
| hidebone | Hide a bone on the entity |
| showbone | Show 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