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Animation Registry
Animation Registry allows you to register entirely new Epic Fight animations through datapacks.
Unlike Animation Configuration, which modifies an existing animation, or Animation Virtualization, which creates a clone of one, the registry creates a completely new animation that can later be referenced by skills.
Use this path if you want the setup to be easily accessible/editable by servers or pack devs.
-
Path:
.minecraft/config/epicfight_edp/animations/registry/.json ⚠️ Rule: You MUST explicitly declare themod_idfield inside the JSON when using this folder.
Use this path to ship categories natively pre-configured inside your mod jar file or data-driven setup.
-
Path:
./data_driven/<mod_id>/animations/registry/*.json - 💡 Rule: The
mod_idfield can be safely omitted inside the JSON because the directory's namespace acts as the fallback signer automatically.
The type field determines which Epic Fight animation class will be created.
| Type | Epic Fight Class |
|---|---|
static |
StaticAnimation |
movement |
MovementAnimation |
action |
ActionAnimation |
attack |
AttackAnimation |
combo_attack |
BasicAttackAnimation |
dash_attack |
DashAttackAnimation |
air_attack |
AirSlashAnimation |
aim |
AimAnimation |
dodge |
DodgeAnimation |
guard |
GuardAnimation |
hit |
HitAnimation |
knockdown |
KnockdownAnimation |
long_hit |
LongHitAnimation |
💡
combo_attack,dash_attack, andair_attackall inherit from AttackAnimation, meaning they use the same JSON structure.
Most animation types share a common set of parameters.
| Field | Type | Description |
|---|---|---|
type |
String | Animation type to register. |
transition_time |
Float | Blend time when entering the animation. |
animation |
String | Animation file path post animations (./assets/<name_space>/animmodels/animations/*). |
armature |
Resource Location | Armature used by the animation. |
💡 Some animation types introduce additional fields!
| Field | Type | Description |
|---|---|---|
is_repeat |
Boolean | if the animation needs to be repeated |
| Field | Type |
|---|---|
delay |
Float |
| Field | Type | Description |
|---|---|---|
width |
Float | Width of the entity's hitbox when running the animation |
height |
Float | heightof the entity's hitbox when running the animation |
| Field | Type |
|---|---|
lock_time |
Float |
| Field | Type |
|---|---|
is_repeat |
Boolean |
animation_mid |
String |
animation_up |
String |
animation_down |
String |
animation_lying |
String |
The following animation types all use the same structure
attackcombo_attackdash_attackair_attack
In addition to the common fields, they require a phases array.
See
for a complete explanation of attack phases.
{
"type": "combo_attack",
"transition_time": 0.1,
"animation": "biped/combat/greatsword_twohand_auto_1",
"armature": "epicfight:entity/biped",
"basis_attack_speed": 0.75,
"cancellable_movement": false,
"phases": [
{
"antic": 0.0,
"pre_delay": 0.3,
"contact": 0.6,
"recovery": 1.0,
"hand": "main_hand",
"colliders": [
{
"joint": "Tool_R"
}
]
}
]
}🧩 Animation Properties
Every registered animation may include additional properties depending on its inheritance hierarchy.
| Animation Type | Available Properties |
|---|---|
| StaticAnimation | Animation Static Properties |
| ActionAnimation | Animation Action Properties |
| AttackAnimation | Animation Attack Properties |
| Attack Phases | Animation Attack Phase Properties |
Properties are merged directly into the animation JSON and do not require an additional wrapper object.
- Every registered animation receives its own unique animation ID.
- Registered animations can be referenced by any system that accepts Epic Fight animations.
- Attack-based animations require at least one phase.
-
combo_attack,dash_attack, andair_attackshare the same JSON layout asattack. - Additional behaviors are added through the various animation property systems documented in the following pages.
EF: Extended Datapacks
📦 Data
🧰 Core
👁️ Visuals
- Zoom Types
- Weapon Models per Style
- Advanced Swing Trails
- Weapons Passive Particles
- Shader Effects I
- Shader Effects II
- Shader Effects III
⚔️ Combat
🗝️ Skill Builder
🛠️ Innate Builder
- Simple Innate Skills
- Holdable Innate Skills
- Conditional Innate Skills
- Conditional Data Innate Skills
- Conditional Holdable Innate Skills
- Sequential Innate Skills
- Per Combo Innate Skills
- Combo Innate Skills
🗡️ Animation Operations
- Animation Operations
- Animation Properties
⚙️ Third-Party