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Advanced Particle Events
Advanced Particle Events generate particles using animation data, armature joints or weapon geometry.
Unlike the simple particle events, these effects are aware of the animated model and can emit particles from specific joints, weapon shapes or impact locations.
| Event | Description | Side |
|---|---|---|
| joint_particles | Emits particles from an animation joint. | Client |
| weapon_shape_particles | Emits particles following a registered weapon shape. | Client |
| fracture_ground | Creates a ground fracture effect at the animated weapon impact point. | Client |
Generates particles from a specific joint of the current animation.
The particle volume is attached to the joint and follows the animated pose, allowing particles to originate from moving hands, weapons, feet or any custom bone.
| Field | Type | Description |
|---|---|---|
| particle | ResourceLocation | Particle type to spawn. |
| joint | String | Joint name inside the armature. |
| volume | Vec3 | Size of the emission volume. |
| offsets | List | Local offsets relative to the joint. |
| motion | Vec3 | Initial particle velocity. |
| step | Double | Distance between generated particles. |
| amount | Float | Particle density multiplier. |
{
"type": "epicfight_edp:joint_particles",
"params": {
"particle": "minecraft:flame",
"joint": "Tool_R",
"volume": [0.2, 0.2, 1.6],
"offsets": [
[0.0, 0.0, 0.0]
],
"motion": [0.0, 0.02, 0.0],
"step": 0.08,
"amount": 1.0
}
}Generates particles using the registered geometry of the equipped weapon. Instead of manually defining an emission volume, this event samples the weapon's Weaponry Data and emits particles along its configured shape. This produces much more accurate particle trails for swords, spears, axes and other custom weapons.
| Field | Type | Description |
|---|---|---|
| particle | ResourceLocation | Particle type. |
| amount | Float | Density multiplier. |
{
"type": "epicfight_edp:weapon_shape_particles",
"params": {
"particle": "minecraft:end_rod",
"amount": 1.2
}
}This event requires the current weapon to have Weaponry Data registered. Weapon shapes are documented separately in the Weaponry Data section.
Creates a ground fracture effect using the current animation pose.
Instead of using the entity position directly, the event computes the world-space position of a joint at a specific animation pose, traces the weapon toward the ground, and generates the fracture where the impact actually occurs.
This makes the effect remain synchronized with the animation regardless of weapon size or attack direction.
| Field | Type | Description |
|---|---|---|
| edge | Vec3 | Local impact point relative to the joint. |
| joint | String | Joint used for the calculation. |
| radius | Double | Fracture radius. |
| pose_time | Float | Animation time used to evaluate the joint transform. |
{
"type": "epicfight_edp:fracture_ground",
"params": {
"edge": [0.0, 0.0, 2.0],
"joint": "Tool_R",
"radius": 4.0,
"pose_time": 0.35
}
}EF: Extended Datapacks
📦 Data
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