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Animation Attack Properties

Sleys edited this page Jul 31, 2026 · 2 revisions

Animation Attack Properties define behavior that applies to the entire Attack Animation, rather than an individual attack phase.

These properties affect how the animation interacts with attack speed, movement, collision, and attack reach.

Unlike Attack Phase Properties, these settings are shared across every phase of the animation.

This property can be applied through any animation operation that supports Attack Properties, including Registry, Virtualization, and Configuration.


📚 Available Properties

Field Type Description
fixed_move_distance Boolean Uses a fixed movement distance during the attack animation.
attack_speed_factor Float Multiplier applied to the weapon's attack speed.
basic_attack_speed Float Base attack speed used by the animation.
extra_colliders Integer Adds additional colliders during attack processing.
reach Float Overrides the attack reach used by the animation.

💡 These properties correspond directly to Epic Fight's AttackAnimationProperty values.


📄 Full Example

{
  "type": "combo_attack",
  "transition_time": 0.2,
  "animation": "biped/combat/greatsword_dual_auto_2",
  "armature": "epicfight:entity/biped",
  "basis_attack_speed": 0.75,
  "cancellable_movement": false,

  "phases": [
    {
      "antic": 0.0,
      "pre_delay": 0.4,
      "contact": 0.6,
      "recovery": 1.4,
      "hand": "off_hand",
      "properties": {
        "damage": 1.35
      },
      "colliders": [
        { "joint": "Tool_L" },
        { "joint": "Tool_R" }
      ]
    }
  ],

  "in_time_events": [
    {
      "type": "fracture_ground",
      "side": "client",
      "start": 0.7,
      "params": {
        "edge": [-3.5, -0.2, -1.5],
        "joint": "Root",
        "radius": 1.4,
        "pose_time": 1.2
      }
    }
  ]
}

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

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