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Combat Evolution
Sleys edited this page Jul 31, 2026
·
1 revision
Execution animations can be registered for either a weapon category or a specific item. Only one of these options may be used per definition.
Note Defining both
categoryanditemin the same file will cause the definition to be considered invalid.
Use this path if you want the setup to be easily accessible/editable by servers or pack devs.
-
Path:
.minecraft/config/epicfight_edp/third_party/combat_evolution/execution/*.json
Use this path to ship categories natively pre-configured inside your mod jar file or data-driven setup.
-
Path:
data_driven/<mod_id>/third_party/combat_evolution/execution/*.json
📋 ## Properties
| Property | Type | Description |
|---|---|---|
category |
String | Weapon category that will receive the execution animation. Use "null" to ignore this field. |
item |
String | Specific item registry name (modid:item_name). Use "null" to ignore this field. |
style |
String | Combat style required for the execution animation. |
executionAnimation |
String | Animation played by the attacker during the execution sequence. |
executedAnimation |
String | Animation played by the executed target. |
xOffset |
Float | Horizontal X offset applied to the executed entity. |
yOffset |
Float | Vertical Y offset applied to the executed entity. |
zOffset |
Float | Forward/backward Z offset applied to the executed entity. |
rotationOffset |
Float | Additional rotation offset applied between the attacker and the executed target. |
totalTick |
Integer | Total duration of the execution sequence in ticks. |
{
"category": "greatsword",
"item": "null",
"style": "two_hand",
"executionAnimation": "examplemod:blood_execution",
"executedAnimation": "examplemod:executed_fall",
"xOffset": 0.0,
"yOffset": 0.0,
"zOffset": 0.5,
"rotationOffset": 180.0,
"totalTick": 40
}{
"category": "null",
"item": "examplemod:execution_blade",
"style": "one_hand",
"executionAnimation": "examplemod:blade_execution",
"executedAnimation": "examplemod:executed_stab",
"xOffset": 0.0,
"yOffset": 0.0,
"zOffset": 0.25,
"rotationOffset": 180.0,
"totalTick": 35
}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