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Entity Events

Sleys edited this page Sep 14, 2026 · 1 revision

Entity Time Events are the EntityAnimationsEvents category of animation event they act directly on the entity itself: moving it, teleporting it, or sending it a paired visual/sound cue.

Like every animation event, each entry is wrapped in the same generic shape (type, side, start/process, params) that wrapper is documented on its own page. This page only covers what goes inside params for each event type, and what each one actually does.

💡 Every event listed here also has a required side the side it's actually meant to run on. Declaring a mismatched side in the wrapper means the event is skipped.


Translate — translate

Required side: client

Field Type Description
lateral Double (+) Left-Right (-) movement.
vertical Double (+) Up-Down (-) movement.
avance Double (+) Forward-Backward (-) movement.

📄 Example - Translate

"in_time_events": [
  {
    "type": "translate",
    "side": "client",
    "start": 0.15,
    "params": {
      "lateral": 0,
      "vertical": 0,
      "avance": 2
    }
  }
]

🎥 In-Game Showcase

translate.mp4

Teleport — teleport

Required side: server

Field Type Description
offset Vec3 (x, y, z) Offset applied according to mode.
mode String One of the modes below.
Mode Behavior
LOCAL Offset is rotated by the caster's own yaw, then added to its current position moves relative to where the caster is facing.
WORLD Offset is added directly to the caster's position, ignoring rotation.
TARGET Caster is placed at offset added to the current target's position.
TARGET_FRONT Same as TARGET, but the offset is rotated by the target's yaw positions relative to the target's own facing.
TARGET_BEHIND Same as TARGET_FRONT, but the Z component of the offset is inverted first places the caster behind the target instead of in front.
GROUND Caster is moved to the offset's X/Z position, then snapped down onto the highest solid ground at that column (leaves ignored).

⚠️ Every TARGET* mode silently does nothing if the caster has no current target.

💡 For more advanced functions and caster coord control, refer to Animation Coord Provider; note that this feature belongs to the action animation group.

📄 Example - Teleport TARGET_FRONT

"in_time_events": [
  {
    "type": "teleport",
    "side": "server",
    "start": 0.15,
    "params": {
      "offset": [0, 0, 0],
      "mode": "target_front"
    }
  }
]

🎥 In-Game Showcase

teleport.mp4

Flash White Pair — flash_white_pair

Required side: server

Sends a paired "flash white" screen-overlay effect to every player tracking the entity.

Field Type Description
duration_tick Integer How long the flash lasts, in ticks.
max_overlay Integer Peak overlay intensity.
max_brightness Integer Peak brightness applied during the flash.
disable_red_overlay Boolean Whether to suppress the default red damage-overlay tint while flashing.

📄 Example

"in_time_events": [
  {
    "type": "flash_white_pair",
    "side": "server",
    "start": 0.15,
    "params": {
      "duration_tick": 4,
      "max_overlay": 15,
      "max_brightness": 8,
      "disable_red_overlay": false
    }
  }
]

🎥 In-Game Showcase

flash_white_pair.mp4

Scape Emergence Pair — scape_emergence_pair

Required side: server

No parameters. Sends a paired "emergency escape" cue to every player tracking the entity, carrying the caster's current yaw.

📄 Example

"in_time_events": [
  {
    "type": "scape_emergence_pair",
    "side": "server",
    "start": 0.15
  }
]

🎥 In-Game Showcase

scape_emergence_pair.mp4


Adrenaline Pair — adrenaline_pair

Required side: server

No parameters.

📄 Example

"in_time_events": [
  {
    "type": "adrenaline_pair",
    "side": "server",
    "start": 0.15
  }
]

🎥 In-Game Showcase

adrenaline_activated.mp4

Entity Pairing — entity_pairing

Required side: server

A generic paired-cue sender dispatches one of several pre-defined visual/audio cues to every player tracking the entity, without needing a dedicated event class per cue.

Field Type Description
types String Which cue to send. One of: BONE_BREAKER_BEGIN, BONE_BREAKER_MAX_STACK, BONE_BREAKER_CLEAR, VENGEANCE_OVERLAY, VENGEANCE_TARGET_CANCEL.

📄 Example Bone Breaker

"in_time_events": [
  {
    "type": "entity_pairing",
    "side": "server",
    "start": 0.15,
    "params": {
      "types": "bone_breaker_begin"
    }
  },
  {
    "type": "entity_pairing",
    "side": "server",
    "start": 0.35,
    "params": {
      "types": "bone_breaker_max_stack"
    }
  },
  {
    "type": "entity_pairing",
    "side": "server",
    "start": 1.0,
    "params": {
      "types": "bone_breaker_clear"
    }
  }
]

🎥 In-Game Showcase

bone_breaker.mp4

📄 Example Vengeance Overlay

"in_time_events": [
  {
    "type": "entity_pairing",
    "side": "server",
    "start": 0.15,
    "params": {
      "types": "vengeance_overlay"
    }
  },
  {
    "type": "entity_pairing",
    "side": "server",
    "start": 1.0,
    "params": {
      "types": "vengeance_clear"
    }
  }
]

🎥 In-Game Showcase

vengeance.mp4

⚠️ Notes

  • type is the only field that identifies which event runs side decides where, and params is unique to each event.
  • flash_white_pair, scape_emergence_pair, and entity_pairing all work the same way under the hood: they send a packet to every player currently tracking the entity, they just carry different payloads.
  • The flash_white_pair and entity_pairing events are unrelated in code but conceptually similar both are "send this player-visible cue" events; entity_pairing is the generic one, flash_white_pair exists as its own event because it needs its own numeric parameters.

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

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