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Animation Attack Phases

Sleys edited this page Jul 31, 2026 · 2 revisions

Attack Phases define the execution timeline of an Attack Animation.

Each phase represents an individual attack window, specifying when the attack begins, when hit detection becomes active, when recovery starts, and which colliders and gameplay properties are applied.

An attack animation may contain one or multiple phases.


📋 Property Name

"phases": [
    ...
]

📚 Phase Parameters

Field Type Description
antic Float Anticipation time before the attack starts.
pre_delay Float Delay before hit detection becomes active.
contact Float Time when the attack can hit entities.
recovery Float Recovery period after the attack.
hand String Hand used during this phase (main_hand or off_hand).
properties Object Optional attack modifiers applied only during this phase.
colliders Array List of joint colliders used for hit detection.

⏱️ Phase Timeline

A typical attack phase follows this execution order

Animation Start

|-------|-----------|-----------|------------|
  Antic   Pre Delay    Contact     Recovery

✨ Simple Example

"phases": [
  {
    "antic": 0.0,
    "pre_delay": 0.3,
    "contact": 0.6,
    "recovery": 1.0,
    "hand": "main_hand",
    "colliders": [
      { "joint": "Tool_R" }
    ]
  }
]

📄 Complete Example

"phases": [
  {
    "antic": 0.0,
    "pre_delay": 0.3,
    "contact": 0.6,
    "recovery": 1.0,
    "hand": "main_hand",

    "properties": {
      "damage": 1.25,
      "impact": 1.4,
      "stun_type": "hold"
    },

    "colliders": [
      { "joint": "Tool_R" },
      { "joint": "Tool_L" }
    ]
  }
]

📄 Custom Collider Complete Example

"phases": [
  {
    "antic": 0.0,
    "pre_delay": 0.3,
    "contact": 0.6,
    "recovery": 1.0,
    "hand": "main_hand",

    "properties": {
      "damage": 1.25,
      "impact": 1.4,
      "stun_type": "hold"
    },

    "colliders": [
      {
        "joint": "Tool_R",
        "collider": {
          "array_length": 3,
          "vertex": [1.5, 1.5, 1.5],
          "center": [0.0, 0.65, -0.3]
        }
      }
    ]
  }
]

⚠️ NOTES

  • Attack Animations may define multiple phases.
  • Every phase has its own timing, colliders and attack properties.
  • Phase properties only affect the phase they belong to.

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

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