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Extended Datapacks is a extension for Epic Fight Mod. It empowers datapack, resourcepack & registry (Data-Driven) for creators to implement advanced combat mechanics, custom visual effects, and intricate logic systems via JSON configurations.
Information valid only for version v2.2!
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. |
Take a look at what is currently implemented and what is coming next!
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Innate Skills v2.1 (Simple, Conditional, and Holdable via JSON)
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Combat Evolution Executions (1.20.1 Integration)
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** 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 ✔️
- Centralized Item Configuration & QoL Systems Rework 🛠️
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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!
Table of contents, grouped by functions and usefulness of each topic per tab, in addition to a standard indication of difficulty.
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 |
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 |
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 |
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 |
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 |
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 |