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Sleys edited this page Jun 22, 2026 · 46 revisions

Welcome to the Epic Fight - Extended Datapacks (EDP) Wiki! ⚔️

Extended Datapacks is a extension for Epic Fight Mod. It empowers datapack, resourcepack & registry (Data-Driven) for creators to implement combat mechanics, custom visual effects, and logic systems via JSON configurations.

Information valid only for version v2.2!


📌 Requirements

To use this mod, ensure you have the following dependencies installed:

Dependency Versions Compatibility Notes
Epic Fight Mod Required (All versions)
Lazy Utilities Required (Pre v2.0) Legacy library.
SL Library / SLM Required (Post v2.0) New libraries (Epic Fight & Shaders modules).
Weapons Of Miracle Optional Unlocks Passive Skills & Innate Skills Utilities for WoM.
Combat Evolution Optional Unlocks Json Execution Animation Registry.

🧭 Project Roadmap

Take a look at what is currently implemented and what is coming next!

  • Innate Skills v2.1 (Simple, Conditional, and Holdable via JSON)

  • Combat Evolution Executions (1.20.1 Integration)

  • ** Rework for Systems & Shader II v2.2** ⚙️ In Progress for Forge | Completed for NeoForge

    • Centralized Item Configuration & QoL Systems Rework 🛠️
      • Reworked & QoL Models Per Style System ✔️
      • Reworked & QoL Advanced Swing Trails ✔️
      • Reworked & QoL Shader Packets ✔️
      • Reworked & QoL Overlays ✔️
      • Reworked & QoL Item Configuration ✔️
      • Reworked & QoL TPC - WoM 🛠️
    • Sealed Records for Sheaders ✔️
    • New Filters: CRT, Glow, Bi-Color Overlay, Colored Impact Frame & Sharpen ✔️
  • Future Ideas 💡

    • Time Innate Skills & Conditional Holdable Innate Skills
    • Camera Packet on Animations (1.20.1)
    • Skill Books (Dodge / Guard / General)

It was primarily developed for NeoForge 1.21.1, then ported to Forge. Current progress is only available in version 1.21.1!


📖 Wiki Navigation

Table of contents, grouped by functions and usefulness of each topic per tab, in addition to a standard indication of difficulty.

🧰 Core

Where journey begins

Contains the systems you'll use most often: styles, skill data, item properties, weapon categories, and the core data-driven mechanics that define how content behaves.

Topic Difficulty
00. For Data-Driven Folders 🟡 Medium
01. Skill Datakeys & Styles 🟡 Medium
02. Passive Skills 🟢 Easy
09. Weapon Categories 🟢 Easy
12. Item Properties 🟢 Easy

👁️ Visuals

Open ye your eyes and see!

Everything related to visual presentation: weapon models, swing trails, shader effects, overlays, and camera behavior. These systems focus on appearance without directly changing gameplay mechanics.

Topic Difficulty
03. Zoom Types 🟢 Easy
06. Weapon Models per Style 🟡 Medium
05. Advanced Swing Trails 🟡 Medium
08-1. Shader Effects I 🔴 Hard
08-2. Shader Effects II 🔴 Hard
10. Overlays Effects 🔴 Hard

⚔️ Combat

Whatsoever thy hand findeth to do, do it with thy might

Gameplay-oriented mechanics that affect how weapons in combat, such as charged attacks and other offensive systems (stamina cost per hit, attack speed, etc).

Topic Difficulty
04. Charged Attacks 🟡 Medium

🗝️ Skill Builder

It allows you to modify the current skills system, allowing you to add categories to them, whether passive or guards.

Topic Difficulty
07-1. Add Icon to Skill Category 🟢 Easy
07-2. Add Category to Passive Skills 🟢 Easy
07-3. Add Category to Guard Skills 🔴 Hard

🛠️ Innate Builder

Create, clone, and customize innate skills from existing animations. From simple activation skills to advanced conditional and holdable abilities; or the same, but with your own animations!

Topic Difficulty
11-1. Simple Innate Skills 🟡 Medium
11-2. Holdable Innate Skills 🔴 Hard
11-3. Conditional Innate Skills 🔴 Hard

⚙️ Third-Party

A hand for those things that lie far from us...

Compatibility guides and integrations for external mods. These pages explain how to connect and extend third-party.

Topic Difficulty
[TPC] Combat Evolution 🟡 Medium
[TPC] Weapons of Miracle 🟢 Easy

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