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Advanced Swing Trails
The Advanced Swing Trals system allows you to dynamically swap the swing trail based 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!
Place your configuration files inside your resource pack or mod assets at:
assets/<any_modid>/advanced_swing_trails/*.json
- Per-style swing trail configuration
- Custom textures
- Custom colors
- Custom particle types
- Custom trail positions
- Custom interpolation count
- Custom lifetime
- No
item_skinsfile required
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"
}
}
]
}
]
}| Property | Type | Description |
|---|---|---|
| trails | Array | List of weapon trail configurations. |
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. |
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. |
| 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. |
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.
- 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 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
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