AllowedAttackTargets | EB1AttackTargetMatrix | The (attacker->victim) alive-state combinations for which AttackHit holds. Specify one predefined combination alias (e.g. LivingCannotHitGhost). None (unset) is treated as no constraint (all allowed), preserving the legacy behavior. |
HitReactionType | EB1AttackHitReactionType | How the victim reacts on AttackHit. Ragdoll (default) or Animation (reaction anim). |
PostReactionScriptIds | string[] | Scripts executed once the victim's hit reaction has finished instead of at the moment of the hit. Optional; empty runs nothing. Waits for the reaction this row produces - the knockback anim for Animation, the getting-up montage for Ragdoll. Context matches ScriptIds. |
RagdollFailEffectId | string | Effect whose scripts run instead of this row's when the RagdollProbability roll fails; the reaction is downgraded to the knockback anim either way. NAME_None keeps this row's own scripts. Use it to keep knockdown-only outcomes (long invincibility, heavy damage) off the non-ragdoll hit. Only ScriptIds and PostReactionScriptIds are taken from the fallback row: its HitReactionType is forced to the knockback anim, and AllowedAttackTargets keeps using this row's value (the hit was already gated by it), so setting those on the fallback row has no effect. |
RagdollProbability | number | Probability [0..1] that the Ragdoll reaction is actually applied. Rolled once per hit packet: victims caught in the same frame share the result, while a swing that catches victims across several frames rolls separately for each packet. Ignored when HitReactionType is Animation. 1 (default) always ragdolls, preserving legacy behavior. |
ScriptIds | string[] | Scripts executed for this effect. All results of the effect (HP damage, aggro, relationship, emotion, etc.) are expressed via scripts. For AttackHit the script context is Self=victim, Target=attacker. (required) |