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05. Advanced Swing Trails

Sleys edited this page Jun 18, 2026 · 5 revisions

The Models per Style system allows you to dynamically swap a weapon's visual model depending on the player's current combat style (stance).

💡 What's New in v2.2: I have completely deprecated the old, complex "Advanced Swing Trails" system. Now only a single configuration file is required, whereas previously two were used: one where the textures were declared, and one for item_skins for EF. This change making development significantly faster!

📁 File Location & Naming

Place your configuration files inside your resource pack or mod assets at:
assets/<any_modid>/advanced_swing_trails/*.json

✔️ Features

  • Per-style swing trail configuration
  • Custom textures
  • Custom colors
  • Custom particle types
  • Custom trail positions
  • Custom interpolation count
  • Custom lifetime
  • No item_skins file required

📄 JSON Structure & Schema

The following example configures different swing trails for the same weapon depending on its current Epic Fight style.

{
  "trails": [
    {
      "item": "epicfight:bokken",
      "default": "two_hand",
      "style_config": [
        {
          "style": "one_hand",
          "trail_data": {
            "color": [51, 235, 203],
            "begin_pos": [0.0, 0.0, -0.2],
            "end_pos": [0.0, -0.24, -1.8],
            "lifetime": 6,
            "interpolations": 4,
            "texture_path": "epicfight:textures/particle/swing_trail.png",
            "particle_type": "epicfight:swing_trail"
          }
        },
        {
          "style": "two_hand",
          "trail_data": {
            "color": [51, 235, 0],
            "begin_pos": [0.0, 0.0, -0.2],
            "end_pos": [0.0, -0.24, -1.8],
            "lifetime": 6,
            "interpolations": 4,
            "texture_path": "epicfight:textures/particle/swing_trail.png",
            "particle_type": "epicfight:swing_trail"
          }
        }
      ]
    }
  ]
}

📝 Root Properties

Property Type Description
trails Array List of weapon trail configurations.

🗡️ Trail Entry

Each entry inside the trails array defines the configuration for a specific item.

Property Type Description
item String Item registry name (modid:item_name).
default String Style used as fallback when the current style has no matching configuration.
style_config Array List of style-specific trail definitions.

⚔️ Style Configuration

Each style can define its own trail settings.

Property Type Description
style String Epic Fight style name.
trail_data Object Swing trail configuration for that style.

🎨 Trail Data

Property Type Description
color Integer Array RGB color values. Format: [R, G, B] (0-255).
begin_pos Float Array Trail start position. Format: [x, y, z].
end_pos Float Array Trail end position. Format: [x, y, z].
lifetime Integer Trail lifetime in ticks.
interpolations Integer Number of interpolation points used by the trail.
texture_path String Texture used by the trail.
particle_type String Particle registry name used by the trail.

🔄 Fallback Behavior

When a weapon's current style does not have a matching entry in style_config, the system attempts to use the style specified in the default field. Example:

{
  "item": "epicfight:bokken",
  "default": "two_hand"
}

If the current style is not configured, the trail assigned to two_hand will be used instead.

📌 Notes

  • Styles must match valid Epic Fight style names.
  • Colors use RGB values ranging from 0 to 255.
  • Position values use the same coordinate system as Epic Fight swing trails.
  • No additional item_skins configuration is required, so do not use an advanced swing trails and item_skin at the same time.
  • This system can be used with both Epic Fight weapons and third-party weapons.

🎥 In-Game Showcase

In this example, when the Innate Skills is executed and the combat instance changes (to ochs), the weapon color also changes.

Assetpack from Simply Swords EpicFied by RobertOn.

2026-06-18.14-48-30.mp4

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