Skip to content

Animation Entity State

Sleys edited this page Jul 31, 2026 · 4 revisions

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.

📋 Property Name

"animation_entity_state": {
  ...
}

📚 Available Parameters

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 EntityState values.


✨ Simple Example

The following example locks the player's movement while allowing every other state to remain unchanged.

"animation_entity_state": {
  "movement_locked": true
}

📄 Full Example

{
  "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
      }
    }
  ]
}

⚠️ Notes

  • Every field is optional.
  • Only the specified states are modified.
  • Any omitted state keeps its original value defined by the animation.

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

Clone this wiki locally