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Add Category to Passive Skills
Sleys edited this page Jul 31, 2026
·
1 revision
Inject custom weapon categories into existing Epic Fight Passive Skills.
Depending on whether you want users to be able to modify categories locally or bundle them inside your mod, choose one of the following paths:
Use this path if you want the setup to be easily accessible/editable by servers or pack devs.
-
Path:
.minecraft/config/epicfight_edp/skill_builder/passive_skills/*.json
Use this path to ship categories natively pre-configured inside your mod jar file or data-driven setup.
-
Path:
./data_driven/<mod_id>/skill_builder/passive_skills/*.json
{
"skill_builder": [
{
"skill_id": "epicfight:emergency_escape",
"category": "tachi"
},
{
"skill_id": "epicfight:emergency_escape",
"category": "greatsword"
}
]
}| Field | Type | Description |
|---|---|---|
skill_builder |
Array | Root array storing all passive skill entry objects. |
skill_id |
String | The Epic Fight Skill registry ID. (Must support weapon available categories). |
category |
String | The target weapon category to append to the skill. |
⚠️ CRITICAL RULES:
- No Override Support: This system does NOT allow overrides. You cannot redefine an entry once set.
- Compatibility: The target skill must internally contain a field for storing weapon categories. If the skill does not support
Weapon Available Category, this system will do nothing.- Multiple Passive Skills can safely declare and target the same category.
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