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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.
"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. |
"properties": {
"damage": 1.5,
"impact": 2.0,
"armor_negation": 20,
"stun_type": "hold",
"hit_sound": "epicfight:entity.hit.blade",
"particle": "epicfight:hit_blunt"
}{
"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"
}
}- Every field is optional.
- Only specified properties override the default attack behavior.
- Sounds and particles must exist in their corresponding registries.
EF: Extended Datapacks
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