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Advanced Particle Events

Sleys edited this page Aug 2, 2026 · 2 revisions

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.


Available Events

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

Joint Particles

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.

Parameters

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.

Example

{
  "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
  }
}

Weapon Shape Particles

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.

Example

{
  "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.


Fracture Ground

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.

Parameters

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.

Example

{
  "type": "epicfight_edp:fracture_ground",
  "params": {
    "edge": [0.0, 0.0, 2.0],
    "joint": "Tool_R",
    "radius": 4.0,
    "pose_time": 0.35
  }
}

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