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Item Properties
Sleys edited this page Jul 31, 2026
·
1 revision
Modify some properties regarding your items
💡 What's New in v2.2: In older versions, a tag system was used, which caused several problems, such as it not working in NeoForge 1.21.1, or being cumbersome to use in Forge 1.20.1. Now a config JSON file is used!
Place your configuration files here:
data/<item_namespaces>/weapons_item_properties/<item_id>.json
| Field | Description | Valid Options |
|---|---|---|
| combat | array | Allows configure some aspects of the item's combat. |
| interaction | array | Allows you to configure the item's interactions. |
- disable_hurt_enemy ➡️ when we want to disable the item's qualities that are executed when an entity is impacted.
- force_use_method ➡️ We force the object to have a "right click" function; this is useful if for some reason the right click function breaks and prevents interaction with some passive or active functions.
- use_animation ➡️ Adds an animation when using the right click; this animation does not conflict with the guard animation.
- disable_vanilla_use_animation ➡️ disables the Use vanilla animation of the item
Here we configure an item to add the function of using right click, in addition to deactivating its special property when hurting an entry
{
"combat": {
"disable_hurt_enemy": true
},
"interaction": {
"force_use_method": true,
"disable_vanilla_use_animation": true,
"use_animation": "epicfight:biped/skill/guard_longsword"
}
}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