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Gameplay Events
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.
Chains into another animation.
| Field | Type | Description |
|---|---|---|
animation |
Resource Location | The animation to play next. |
transition_time |
Float | Blend time into the new animation. |
Runs a command using the entity as its execution context.
| Field | Type | Description |
|---|---|---|
command |
String | The command to execute, with the entity as context. |
Grants the caster temporary invulnerability.
| Field | Type | Description |
|---|---|---|
invulnerability_ticks |
Integer | How long the invulnerability lasts, in ticks. |
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
}
}
]laser_target_damage.mp4
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
}
}
]laser_vertical_target_damage.mp4
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
}
}
]laser_joint_target_damage.mp4
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
}
}
]laser_line_world_damage.mp4
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
}
}
]laser_floor_world_damage.mp4
EF: Extended Datapacks
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