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Charged Attacks
By holding down a mapped key, players can enter Charged Combat Mode.
📊 Mode Modifiers
- 🔺 +20% Damage Increase.
- 🔻 -15% Attack Speed Reduction.
- ⚡ Optional: Custom Stamina cost per execution or weight.
🔄 Combo Flow Behavior Unlike basic attacks, entering or exiting Charged Mode does NOT reset your combo sequence counter. Players can dynamically fluidly mix normal and charged inputs:
- Normal Sequence: 1AA ➡️ 2AA ➡️ 3AA ➡️ DA
- Charged Sequence: 1CAA ➡️ 2CAA ➡️ 3CAA ➡️ CDA
- Mixed Combo Example: 1AA ➡️ 2CAA ➡️ 3AA ➡️ 1CAA ➡️ CDA
💡 Mechanic Detail: To remain in Charged Mode, you must hold the button down. Upon release, a brief 0.5s grace period occurs before the system smoothly transitions back to the normal combat set. Energy/cooldown thresholds between differing Innate Skills are separate and do not conserve.
To enter Charged Attacks mode, you need to work with a style.
{
"predicate": "epicfight:charged_attack_event",
"allow_two_hand_compatibility": false
}💡 About "allow_two_hand_compatibility": This primarily means that it must be done with the offhand. Setting it to "true" means, for example, that to perform a charged attack, both hands must be occupied with the same category of items!
However, setting it to "false" indicates that the offhand will not be used, and therefore, as long as the other hand is free, the player can execute charged attacks.
In this example, we see a longsword, which when held with two hands (offhand free) and when the corresponding button is pressed, the user will enter charged attack mode.
{
"collider": {
"center": [ 0.0, 0.0, -1.0],
"number": 4,
"size": [ 0.4, 0.6, 1.7]
},
"styles": {
"default": "two_hand",
"cases": [
{
"conditions": [
{
"predicate": "epicfight:offhand_item_category",
"category": "shield"
}
],
"style": "one_hand"
},
{
"conditions": [
{
"predicate": "epicfight:offhand_item_category",
"category": "not_weapon",
"allow_two_hand_compatibility": 0
}
],
"style": "two_hand"
},
{
"conditions": [
{
"predicate": "epicfight:skill_active",
"skill": "epicfight:liechtenauer"
}
],
"style": "ochs"
},
{
"style": "charged_two_hand",
"conditions": [
{
"predicate": "epicfight:charged_attack_event",
"allow_two_hand_compatibility": false
}
]
}
]
},
"livingmotion_modifier": {
"one_hand": {
"idle": "epicfight:biped/living/hold_longsword",
"run": "epicfight:biped/living/run_longsword",
"walk": "epicfight:biped/living/walk_longsword"
},
"two_hand": {
"idle": "epicfight:biped/living/hold_longsword",
"run": "epicfight:biped/living/run_longsword",
"walk": "epicfight:biped/living/walk_longsword"
},
"charged_two_hand": {
"idle": "epicfight:biped/living/hold_longsword",
"run": "epicfight:biped/living/run_longsword",
"walk": "epicfight:biped/living/walk_longsword"
},
"ochs": {
"idle": "epicfight:biped/living/hold_liechtenauer",
"walk": "epicfight:biped/living/walk_liechtenauer"
}
},
"combos": {
"two_hand": [
"epicfight:biped/combat/longsword_liechtenauer_auto1",
"epicfight:biped/combat/longsword_liechtenauer_auto2",
"epicfight:biped/combat/longsword_liechtenauer_auto3",
"epicfight:biped/combat/longsword_dash",
"epicfight:biped/combat/longsword_airslash"
],
"one_hand": [
"epicfight:biped/combat/longsword_auto1",
"epicfight:biped/combat/longsword_auto2",
"epicfight:biped/combat/longsword_auto3",
"epicfight:biped/combat/longsword_dash",
"epicfight:biped/combat/longsword_airslash"
],
"charged_two_hand": [
"redirected_epicfight:biped/combat/longsword_auto1",
"redirected_epicfight:biped/combat/longsword_auto2",
"redirected_epicfight:biped/combat/longsword_auto3",
"redirected_epicfight:biped/combat/longsword_dash",
"redirected_epicfight:biped/combat/longsword_airslash"
],
"ochs": [
"epicfight:biped/combat/longsword_liechtenauer_auto1",
"epicfight:biped/combat/longsword_liechtenauer_auto2",
"epicfight:biped/combat/longsword_liechtenauer_auto3",
"epicfight:biped/combat/longsword_dash",
"epicfight:biped/combat/longsword_airslash"
]
},
"category": "longsword",
"innate_skills": {
"two_hand": "epicfight:liechtenauer",
"one_hand": "epicfight:sharp_stab",
"charged_two_hand": "epicfight:liechtenauer",
"ochs": "epicfight:liechtenauer"
},
"usable_in_offhand": false
}2026-06-17.21-33-51.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