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10. Overlay Effects
The Overlay Effects allows you to add an overlay based on the player's current combat state, whether based on their style, ability, or animation.
💡 What's New in v2.2: The old overlay system was, to say the least, unintuitive and not very useful. In the past, you could only trigger an overlay based on the current animation style. However, now skills and animations are allowed!
Place your configuration files inside your resource pack or mod assets at:
assets/<any_modid>/overlay_packet/*.json
| Field | Description | Valid Options |
|---|---|---|
| category | Target weapon category (Required). | e.g., epicfight:sword |
| trigger_item | Targeted item id. Defaults to all if missing. | "all" or "modid:item_id" |
| activation_type | The root gameplay trigger context. | "Skill", "Style", "Animation" |
| effect | The effect in question with its respective data. | Overlay Entry |
- Skill ➡️ When a skill is active, primarily of the time type for Weapon Innate (Like Longsword).
- Style ➡️ As long as the configured style is the same as the one that holds the item.
- Animation ➡️ At the moment an animation is executed.
- overlay_times ➡️ They determine the temporary configuration of the effect; for OneShot effects, a hold_time must be declared; for Skill or Style effects, it is not necessary.
- overlay_path➡️ relevant settings, such as animation size (if applicable), alpha, and path
In this example, there are 2 overlays, one soft and subtle that is executed when performing the skill "battojutsu" in dash mode, and one in a normal way when the style is "sheat", that is, the katakana is sheathed.
{
"overlay_packet": [
{
"category": "uchigatana",
"trigger_item": "epicfight:uchigatana",
"activation_type": "animation",
"effect": {
"animation": "epicfight:biped/skill/battojutsu_dash",
"elapse": 0.5,
"overlay_times": {
"time_in": 9,
"time_hold": 5,
"time_out": 8
},
"overlay_path": {
"size": 150,
"fps": 20,
"alpha": 100,
"path": "epicfight:overlays/firelay/morningstar_*.png"
}
}
}
]
}2026-06-21.12-06-30.mp4
Additionally, it is possible to use non-animated overlays, as it is not mandatory; here is an example: instead of running an array of files, we only run a single texture file.
{
"overlay_packet": [
{
"category": "uchigatana",
"trigger_item": "epicfight:uchigatana",
"activation_type": "animation",
"effect": {
"animation": "epicfight:biped/skill/battojutsu_dash",
"elapse": 0.5,
"overlay_times": {
"time_in": 9,
"time_hold": 5,
"time_out": 8
},
"overlay_path": {
"alpha": 100,
"path": "epicfight:overlays/firelay/morningstar_50.png"
}
}
}
]
}