Skip to content

Animation Attack Phase Properties

Sleys edited this page Jul 31, 2026 · 3 revisions

Attack Phase Properties modify the gameplay behavior of an individual attack phase.

Unlike animation properties, these settings only affect the current phase, allowing different hits within the same animation to deal different damage, apply different stun types, or use different sounds and particles.


📋 Property Name

"properties": {
    ...
}

📚 Available Properties

Field Type Description
damage Float Damage multiplier.
impact Float Impact multiplier.
armor_negation Float Additional armor negation value.
max_strikes Float Additional number of entities that can be hit.
stun_type String Stun applied by this phase.
swing_sound Resource Location Sound played while swinging.
hit_sound Resource Location Sound played when hitting an entity.
particle Resource Location Hit particle spawned on impact.

✨ Example

"properties": {
  "damage": 1.5,
  "impact": 2.0,
  "armor_negation": 20,
  "stun_type": "hold",
  "hit_sound": "epicfight:entity.hit.blade",
  "particle": "epicfight:hit_blunt"
}

📄 Full Example

{
  "properties": {
    "damage": 1.4,
    "impact": 1.6,
    "max_strikes": 3,
    "armor_negation": 15,
    "stun_type": "knockdown",
    "swing_sound": "epicfight:entity.weapon.whoosh",
    "hit_sound": "epicfight:entity.hit.blade",
    "particle": "epicfight:hit_blade"
  }
}

⚠️ NOTES

  • Every field is optional.
  • Only specified properties override the default attack behavior.
  • Sounds and particles must exist in their corresponding registries.

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

Clone this wiki locally