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Funny-Bones / ELDEN-RING-Combat-Rewrite

git clone https://github.com/Funny-Bones/ELDEN-RING-Combat-Rewrite.git

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Star history (as recorded here)

2026-10-20 · 227 ★ 2026-10-22 · 232 ★
LanguageRust
LicenseMIT
Created2026-10-05 (17d ago)
Last push13d ago
Watchers1
OwnerUser

Links

README excerpt
# Elden Ring player movement and combat, in Bevy
A sandbox that recreates how the player character moves and fights in
ELDEN RING, written in Rust on Bevy 0.19.
The character is a stick-and-capsule rig, but what drives it is real: the
timings, movement and animations are read from the game's own files rather
than tuned by eye.
https://github.com/user-attachments/assets/0b80042e-a40b-4a15-a64e-e75e20966ace
*Off-hand weapons, paired attacks and hit-stop, played by hand.*
https://github.com/user-attachments/assets/b58dbb0d-a3db-46d5-82ee-d9152503e40c
*The sandbox playing itself through everything it does (an earlier build).*
This is a fan project for study. It is not affiliated with or endorsed by
FromSoftware or Bandai Namco. Nothing from the game is in this repository,
only code: to build and run it you need your own copy of the game, from which
the tools here generate the data.
## What is in it
### Movement
- Walk, run and sprint, with the braking animation when you stop from a run.
- Crouching, with its own idle, walk, run, stop, and the animations for
 crouching down and standing back up.
- Lock-on: strafing around the target in four directions while facing it.
- Jumps from a standstill, a walk, a run and a sprint. Locked on, walking and
 running jumps go forward, back, left or right while you keep facing the
 target, and so do their landings.
- Falling: a separate start when you walk off a ledge, light and heavy
 landings, fall damage and fall death.
- Stairs and slopes, with each foot placed on the ground under it.
### Dodging
- Rolls come out when the button is released; holding it sprints instead.
- Light, medium and heavy equip-load rolls, backsteps and crouched rolls.
- Rolls in four directions while locked on.
### Combat
- Light attack chains, heavy and charged heavy attacks.
- Running, rolling, backstep, crouch, jump and guard-counter attacks.
- Attacks with several hits land every one of them, each with its own damage
 and stamina cost.
- Hits land when the weapon itself reaches the target, not when the swing
 starts: stand too far away, or beside a thrust, and it misses.
- Hit-stop: attacker and target freeze for an instant when a blow lands.
- Guarding with the shield, or with any weapon held in both hands; guard
 hits and guard break.
- The left hand: a shield, a torch, nothing, or a second weapon. Anything
 but the shield attacks on the guard button, with that weapon's own
 left-hand chain.
- Paired weapons ("power stance"): the same class in each hand turns the
 left button into a moveset that uses both, with its own chain and its own
 running, rolling, backstep and jump attacks. 22 of the classes have one.
- Hit reactions in four strengths and four directions: a flinch, a stagger, a
 large stagger, and a knockdown that throws you back, keeps you invincible
 while you are down and lets you roll out early.
- Changing grip or weapon plays on the upper body while you keep moving.
### Weapons
24 classes, each usable one- or two-handed