Custom Dodge Animations
To ship custom dodge animations, add entries to the Animations map inside your weapon's ItemPlayerAnimations JSON, keyed by one of the names below.
Animation Names
There are 16 dodge animation slots, one for each combination of direction (Forward, Backward, Left, Right) and style (plain, Body, Duck, Jump). The plain variant is used when no explicit style is selected; the others are used by the reactive hit system (see Dashes & Dodges).
| Direction | Plain | Body (mid hit / twirl) | Duck (high hit / roll) | Jump (low hit / flip) |
|---|---|---|---|---|
| Forward | PDDashForward | PDDashForwardBody | PDDashForwardDuck | PDDashForwardJump |
| Backward | PDDashBackward | PDDashBackwardBody | PDDashBackwardDuck | PDDashBackwardJump |
| Left | PDDashLeft | PDDashLeftBody | PDDashLeftDuck | PDDashLeftJump |
| Right | PDDashRight | PDDashRightBody | PDDashRightDuck | PDDashRightJump |
Partial Overrides
You do not have to declare all 16 animations. Any slot you skip falls back to the Karambit's animation for that slot.
Resolution Order
- Weapon's
ItemPlayerAnimations: if the held weapon's animation map contains the required name, the weapon's animation plays - Karambit's
ItemPlayerAnimations: otherwise, the corresponding Karambit dodge animation plays as the baseline