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Gameplay Events

Sleys edited this page Sep 14, 2026 · 4 revisions

Gameplay Events are the category of animation event, they cover combat and utility effects: laser-style damage, chaining into other animations, granting invulnerability, and running commands.

Like every animation event, each entry is wrapped in the same generic shape (type, side, start/process, params) — see Animation Events for that wrapper. This page only covers what goes inside params for each event type.


Play Animation — play_animation

Chains into another animation.

Field Type Description
animation Resource Location The animation to play next.
transition_time Float Blend time into the new animation.

Command Payload — command_payload

Runs a command using the entity as its execution context.

Field Type Description
command String The command to execute, with the entity as context.

Invulnerability — invulnerability

Grants the caster temporary invulnerability.

Field Type Description
invulnerability_ticks Integer How long the invulnerability lasts, in ticks.

Laser Target Damage — laser_target_damage

Fires a laser from the caster's center to its current target, dealing damage.

Field Type Description
damage Number Damage dealt by the laser.
caster_lateral Double (Optional) (+) Left-Right (-) offset.
caster_vertical Number (Optional) (+) Up-Down (-) movement offset.
caster_avance Number (Optional) (+) Forward-Backward (-) offset.
"on_process_events": [
  {
    "process": "on_begin",
    "type": "laser_target_damage",
    "side": "both",
    "params": {
      "damage": 20
    }
  }
]

🎥 In-Game Showcase

laser_target_damage.mp4

Laser Vertical Target Damage — laser_vertical_target_damage

Vertical parallel of laser_target_damage, same params (damage). Instead of a horizontal beam to the target, a laser rises from the ground to the sky when a target exists.

Field Type Description
damage Number Damage dealt by the laser.
"on_process_events": [
  {
    "process": "on_begin",
    "type": "laser_vertical_target_damage",
    "side": "both",
    "params": {
      "damage": 15
    }
  }
]

🎥 In-Game Showcase

laser_vertical_target_damage.mp4

Laser Joint Target Damage — laser_joint_target_damage

Fires a laser from a specified joint on the caster to its target, dealing damage.

Field Type Description
damage Number Damage dealt by the laser.
joint String The armature joint the laser originates from.
pose_time Float Pose timing used to position the joint when the laser fires.
caster_lateral Double (Optional) (+) Left-Right (-) offset.
caster_vertical Number (Optional) (+) Up-Down (-) movement offset.
caster_avance Number (Optional) (+) Forward-Backward (-) offset.
"on_process_events": [
  {
    "process": "on_begin",
    "type": "laser_joint_target_damage",
    "side": "both",
    "params": {
      "damage": 20,
      "joint": "Tool_R",
      "pose_time": 0
    }
  }
]

🎥 In-Game Showcase

laser_joint_target_damage.mp4

Laser Line World Damage — laser_line_world_damage

Draws a straight laser line from the caster out to a set range, dealing damage along it, doesn't require a target.

Field Type Description
damage Number Damage dealt by the laser.
range Number How far the line extends from the caster.
origin_lateral Double (Optional) (+) Left-Right (-) offset.
origin_vertical Number (Optional) (+) Up-Down (-) movement offset.
origin_avance Number (Optional) (+) Forward-Backward (-) offset.
end_lateral Double (Optional) (+) Left-Right (-) offset.
end_vertical Number (Optional) (+) Up-Down (-) movement offset.
end_avance Number (Optional) (+) Forward-Backward (-) offset.
"on_process_events": [
  {
    "process": "on_begin",
    "type": "laser_line_world_damage",
    "side": "both",
    "params": {
      "damage": 20,
      "range": 20
    }
  }
]

🎥 In-Game Showcase

laser_line_world_damage.mp4

Laser Floor World Damage — laser_floor_world_damage

Spawns several lasers at random positions around the world, rising from the ground to the sky, each dealing damage, doesn't require a target.

Field Type Description
damage Number Damage dealt by each laser.
radius Number Radius around the caster the lasers can spawn within.
count Integer How many lasers spawn.
"on_process_events": [
  {
    "process": "on_begin",
    "type": "laser_floor_world_damage",
    "side": "both",
    "params": {
      "damage": 20,
      "radius": 20,
      "count": 30
    }
  }
]

🎥 In-Game Showcase

laser_floor_world_damage.mp4

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

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