# Event Skill Start

After the skill is initialized, this event is getting called.

This is the part of the SkillModule that executes the **logic of the skill**.

<figure><img src="https://1740300672-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FUQeXeV7FmOzkOjebs98Y%2Fuploads%2FNRl6GevyNl4g6OPQKMTf%2Fimage.png?alt=media&#x26;token=7ec9c062-df41-450c-8f08-1e9de66b0dc3" alt=""><figcaption><p>This is basically the most important event if you want to code a own skill, override it to programm custom logic for your skill</p></figcaption></figure>

### BasicSkillStart&#x20;

<figure><img src="https://1740300672-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FUQeXeV7FmOzkOjebs98Y%2Fuploads%2FOehV40HeJN1e5kIrHYFW%2Fimage.png?alt=media&#x26;token=c00e9413-bbe0-4fd5-b451-2723d2a2a8b0" alt=""><figcaption><p>Decide if it should do a AoE or damage a single target</p></figcaption></figure>

### AttackLoop

If the Skill Type equals **HoldAndRelease** or **Toggle** then this function will be called, by default this function is in loop with an interval of **HitDelay**. It calls `BasicSkillStart()` on each tick.

