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[TPC] Combat Evolution

Sleys edited this page Jun 18, 2026 · 3 revisions

Execution Animations (Combat Evolution - 1.20.1 Only)

Execution animations can be registered for either a weapon category or a specific item. Only one of these options may be used per definition.

Note Defining both category and item in the same file will cause the definition to be considered invalid.


File Locations

Local Configuration

Path

config/epicfight_edp/third_party/combat_evolution/execution/*.json

Bundled Data-Driven Resources

Path

data_driven/<mod_id>/third_party/combat_evolution/execution/*.json

Properties

Property Type Description
category String Weapon category that will receive the execution animation. Use "null" to ignore this field.
item String Specific item registry name (modid:item_name). Use "null" to ignore this field.
style String Combat style required for the execution animation.
executionAnimation String Animation played by the attacker during the execution sequence.
executedAnimation String Animation played by the executed target.
xOffset Float Horizontal X offset applied to the executed entity.
yOffset Float Vertical Y offset applied to the executed entity.
zOffset Float Forward/backward Z offset applied to the executed entity.
rotationOffset Float Additional rotation offset applied between the attacker and the executed target.
totalTick Integer Total duration of the execution sequence in ticks.

Category-Based Example

{
  "category": "greatsword",
  "item": "null",
  "style": "two_hand",

  "executionAnimation": "examplemod:blood_execution",
  "executedAnimation": "examplemod:executed_fall",

  "xOffset": 0.0,
  "yOffset": 0.0,
  "zOffset": 0.5,
  "rotationOffset": 180.0,
  "totalTick": 40
}

Item-Based Example

{
  "category": "null",
  "item": "examplemod:execution_blade",
  "style": "one_hand",
  "executionAnimation": "examplemod:blade_execution",
  "executedAnimation": "examplemod:executed_stab",

  "xOffset": 0.0,
  "yOffset": 0.0,
  "zOffset": 0.25,

  "rotationOffset": 180.0,
  "totalTick": 35
}

Validation Rules

  • Use either category or item.
  • Do not define both fields in the same file.
  • style must match a valid Combat Evolution combat style.
  • Animation identifiers must reference registered animations.

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