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Animation Entity State
Animation Entity State allows you to override the internal EntityState values assigned to an animation.
These states control how the entity behaves while the animation is playing, such as movement restrictions, attack permissions, item usage, targeting behavior, and other gameplay-related flags.
This property can be applied to any animation operation that supports animation properties, including Registry, Virtualization, and Configuration.
"animation_entity_state": {
...
}| Field | Type | Description |
|---|---|---|
turning_locked |
Boolean | Prevents the entity from turning while the animation is active. |
movement_locked |
Boolean | Prevents movement during the animation. |
attacking |
Boolean | Marks the animation as an attacking state. |
combo_attack_doable |
Boolean | Allows combo attacks to continue from this animation. |
skill_executable |
Boolean | Allows skills to be executed while this animation is active. |
can_use_item |
Boolean | Allows item usage during the animation. |
can_switch_hand_item |
Boolean | Allows switching the held item. |
inaction |
Boolean | Sets the entity to an inactive state. |
knockdown |
Boolean | Marks the entity as being knocked down. |
look_target |
Boolean | Makes the entity continuously face its target. |
update_living_motion |
Boolean | Updates the entity's living motion while the animation plays. |
hurt_level |
Integer | Sets the animation hurt level. |
phase_level |
Integer | Sets the animation phase level. |
💡 Most of these properties correspond directly to Epic Fight's internal
EntityStatevalues.
The following example locks the player's movement while allowing every other state to remain unchanged.
"animation_entity_state": {
"movement_locked": true
}{
"type": "attack",
"transition_time": 0.15,
"animation": "biped/skill/greatsword_dual_earthquake",
"armature": "epicfight:entity/biped",
"basis_attack_speed": 0.75,
"cancellable_movement": false,
"animation_entity_state": {
"movement_locked": true
},
"phases": [
{
"antic": 0.0,
"pre_delay": 1.0,
"contact": 1.3,
"recovery": 1.4,
"hand": "main_hand",
"colliders": [
{ "joint": "Tool_L" },
{ "joint": "Tool_R" }
]
}
],
"in_time_events": [
{
"type": "command_payload",
"side": "server",
"start": 0.1,
"params": {
"command": "effect give @p epicfight:stun_immunity 1"
}
},
{
"type": "fracture_ground",
"side": "client",
"start": 1.25,
"params": {
"edge": [0.0, -0.2, -2.0],
"joint": "Root",
"radius": 2.0,
"pose_time": 1.2
}
}
]
}- Every field is optional.
- Only the specified states are modified.
- Any omitted state keeps its original value defined by the animation.
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