# ba_meta require api 9 # ba_meta name Aura Overload FX # ba_meta description Gives the host player a glowing, smoothly transitioning aura. # ba_meta author KritarthaT import bascenev1 as bs import babase import random class AuraEffect: def __init__(self, player: bs.Player): self._player = player self._light = None self._colors = [ (1, 0, 0), (0, 1, 0), (0, 0, 1), (1, 1, 0), (0, 1, 1), (1, 0, 1) ] self._color_index = 0 self._next_index = 1 self._t = 0.0 self._timer = bs.Timer(0.05, self._update, repeat=True) def _lerp_color(self, c1, c2, t): return tuple(c1[i] + (c2[i] - c1[i]) * t for i in range(3)) def _update(self): if not self._player or not self._player.actor or not self._player.actor.node: return pos = self._player.actor.node.position if not self._light: self._light = bs.newnode('light', attrs={ 'position': pos, 'color': self._colors[self._color_index], 'radius': 0.3, 'intensity': 0.8, 'volume_intensity_scale': 1.0 }) # Interpolate color self._t += 0.05 / 1.0 # 1 sec per color transition if self._t >= 1.0: self._t = 0.0 self._color_index = self._next_index self._next_index = (self._next_index + 1) % len(self._colors) smooth_color = self._lerp_color( self._colors[self._color_index], self._colors[self._next_index], self._t ) self._light.color = smooth_color self._light.position = (pos[0], pos[1] + 0.8, pos[2]) # Follow player # Optional visual sparks bs.emitfx( position=pos, velocity=(0, 2, 0), count=10, scale=0.6, spread=0.2, chunk_type='spark' ) # ba_meta export plugin class AuraOverloadFX(babase.Plugin): def __init__(self): bs.Activity.__init__ = self._wrap_activity_init(bs.Activity.__init__) def _wrap_activity_init(self, original): def new_init(activity_self, settings): original(activity_self, settings) bs.timer(1.0, lambda: self._start_glow(activity_self)) return new_init def _start_glow(self, activity: bs.Activity): if activity.players: player = activity.players[0] # Host player AuraEffect(player)