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Weaponry Data
Weaponry Data defines the physical shape of a weapon.
Instead of manually describing particle volumes every time an animation needs them, weapon geometry can be stored once inside a datapack and reused by multiple animation events.
Each Weaponry Data file maps one or more items to a shared weapon configuration.
Item
│
▼
Weaponry Data
│
├── Shape
├── Beam Configuration
├── Rotation Configuration
└── Fire Configuration
Multiple items may reference exactly the same configuration. For example, every vanilla Greatsword can share identical geometry.
Every file contains two sections.
"items": [
"minecraft:diamond_sword",
"minecraft:netherite_sword"
]weaponry_params
│
├── shape
├── beam_config
├── rotation_config
└── fire_config
The shape describes the volume or path occupied by the weapon.
"shape": {
"type": "SQUARE",
"size": 0.7,
"density": 20,
"width": 0.7,
"depth": 2.4
}Every shape shares two common parameters.
| Property | Description |
|---|---|
| size | Global scale of the generated shape. |
| density | Number of generated sample points. Higher values produce denser particle effects. |
Additional properties depend on the selected shape type.
A straight line.
──────────────
Additional properties: None
•
•
•
──────────────
Additional parameters:
"height": 1.2A circular arc.
••••
• •
•
Additional parameters:
"angle": 180
A flat rectangular area.
+---------+
| |
| |
+---------+
Additional parameters:
"width": 0.7,
"depth": 2.4This is the most common shape for swords.
A three-dimensional volume.
+------+
|\ |\
| +----+-+
| | | |
+-+----+ |
\| \|
+------+
Additional parameters:
"width": 1.0,
"height": 1.5,
"depth": 3.0Beam configuration determines where the generated shape is attached relative to the weapon.
"beam_config": {
"is_mirror": false,
"x_cord": 0,
"y_cord": -0.01,
"z_cord": 1.45
}| Property | Description |
|---|---|
| is_mirror | Mirrors the generated shape. |
| x_cord | Local X offset. |
| y_cord | Local Y offset. |
| z_cord | Local Z offset. |
Applies an additional rotation before the shape is generated.
"rotation_config": {
"x_rotation": 0,
"y_rotation": 0,
"z_rotation": 90
}| Property | Description |
|---|---|
| x_rotation | Rotation around the X axis. |
| y_rotation | Rotation around the Y axis. |
| z_rotation | Rotation around the Z axis. |
💡 All rotations are specified in degrees.
Internally, the system supports five geometry generators.
| Shape | Category |
|---|---|
| LINEAR | Curve |
| PARABOLIC | Curve |
| ARC | Curve |
| SQUARE | Distribution |
| CUBE | Distribution |
💡 This distinction is important because curve-based shapes generate particles along a path, while distribution shapes generate particles inside a volume.
Some examples of shapes
{
"items": [
"epicfight:wooden_greatsword",
"epicfight:stone_greatsword",
"epicfight:iron_greatsword",
"epicfight:golden_greatsword",
"epicfight:diamond_greatsword",
"epicfight:netherite_greatsword"
],
"weaponry_params": {
"shape": {
"type": "SQUARE",
"size": 0.7,
"density": 20,
"width": 0.7,
"depth": 2.4
},
"beam_config": {
"is_mirror": false,
"x_cord": 0,
"y_cord": -0.01,
"z_cord": 1.45
},
"rotation_config": {
"x_rotation": 0,
"y_rotation": 0,
"z_rotation": 90
}
}
}{
"items": [
"wom:antitheus"
],
"weaponry_params": {
"shape": {
"type": "ARC",
"size": 3.5,
"density": 40,
"angle": 40
},
"beam_config": {
"is_mirror": false,
"x_cord": 0,
"y_cord": 0.5,
"z_cord": -1.35
},
"rotation_config": {
"x_rotation": 0,
"y_rotation": 55,
"z_rotation": -90
},
"fire_config": {
"is_disable_fire": false,
"is_bypass_fire": false,
"is_alternative_fire": true
}
}
}{
"items": [
"minecraft:wooden_sword",
"minecraft:stone_sword",
"minecraft:iron_sword",
"minecraft:golden_sword",
"minecraft:diamond_sword",
"minecraft:netherite_sword"
],
"weaponry_params": {
"shape": {
"type": "LINEAR",
"size": 0.7,
"density": 10
},
"beam_config": {
"is_mirror": false,
"x_cord": 0,
"y_cord": 0.05,
"z_cord": 0.25
},
"rotation_config": {
"x_rotation": 10,
"y_rotation": 0,
"z_rotation": 0
},
"fire_config": {
"is_disable_fire": false,
"is_bypass_fire": false,
"is_alternative_fire": false
}
}
}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