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Recent Changes
Currently, and with the changes made, skills now behave differently, mainly in the attack phases.
Here's a sample of the changes.
| Old (v2.4.5) | New (v2.4.6+) |
|---|---|
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In short, it's a simple change.
We're going from using something like this:
"properties_type": "multi_phase",
"properties": {
"0": {
...
},
"1": {
...
}
}To this:
"properties": [
{
...
},
{
...
}
]What if the attack is single-phase? It doesn't really change much; the method is essentially the same.
"properties": [
{
...
}
]As we can see, the declaration of phases (properties_type) is gone, it is no longer necessary, and at the same time declaring the phase number is also no longer required; now it is simpler and safer
Now the passing system is a little more intelligent, it determines when the attack of a pass is "single" or when the attack consists of several phases, here is an example:
An example of multiple phases of attack:
Now the Attack Phase system is called "InnatePhaseAttack" and has 3 new entries, being:
- "swing_sound"
- "hit_sound"
- "particle"
These are the same and are used in the same way as the attack phases.
In general all fields are currently:
| Property | Type | Description |
|---|---|---|
max_strikes |
Float | Maximum number of targets/entities that can be hit in a single sweep. |
damage_multiplier |
Float | Raw base attack damage scaling factor. |
armor_negation |
Float | Percentage value of the victim's armor ignored during damage calculations. |
impact |
Float | Stagger intensity and hit-reaction strength forced onto the target. |
stun_type |
String | The visual/mechanical stun state applied on hit. |
extra_damage |
Boolean | Allows the ability's damage to scale with the Sweeping Edge enchantment. |
swing_sound |
Resource Location | Sound played while swinging. |
hit_sound |
Resource Location | Sound played when hitting an entity. |
particle |
Resource Location | Hit particle spawned on impact. |
Added a new entry for each skill, its function is to disable showing the properties of the attacks, it is useful if you want to build your tooltip using the tooltip system or because it uses a lot of animations, the tooltip becomes cluttered and becomes complicated to see.
| Property | Type |
|---|---|
disableTooltipProperties |
Boolean |
Example of use:
{
"modid":"epicfight",
"name": "fatal_sharp_stab",
"animation": "epicfight:biped/skill/battojutsu",
"disableTooltipProperties": true,
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 1.2,
"impact": 1.0,
"stun_type": "SHORT"
}
]
}{
"modid":"epicfight",
"name": "fatal_sharp_stab",
"animation": "epicfight:biped/skill/battojutsu",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 1.2,
"impact": 1.0,
"stun_type": "SHORT"
}
]
}{
"modid":"epicfight",
"name": "holdable_fatal_slash",
"reduceSpeed": true,
"chargeAnimation": "epicfight:biped/skill/steel_whirlwind_charging",
"maxAllowedCharging": 45,
"maxChargingTicks": 30,
"minChargingTicks": 15,
"animation": "epicfight:biped/skill/steel_whirlwind",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 1.2,
"impact": 1.0,
"stun_type": "SHORT"
},
{
"max_strikes": 2.0,
"damage_multiplier": 2.4,
"impact": 1.5,
"stun_type": "SHORT"
},
{
"max_strikes": 3.0,
"damage_multiplier": 4.8,
"armor_negation": 10.0,
"impact": 3.0,
"stun_type": "KNOCKBACK",
"extra_damage": true
}
]
}{
"modid": "epicfight",
"name": "fatal_slash",
"conditions": {
"normal": {
"animation": "epicfight:biped/skill/battojutsu",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 5.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
},
"sprinting": {
"animation": "epicfight:biped/skill/battojutsu_dash",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 8.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
},
"in_air": {
"animation": "epicfight:biped/skill/rushing_tempo3",
"properties_type": "mono_phase",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 12.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
},
"kneeling": {
"animation": "epicfight:biped/skill/wrathful_lighting",
"properties_type": "mono_phase",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 16.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
},
"use_item": {
"animation": "epicfight:biped/skill/sharp_stab",
"properties_type": "mono_phase",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 20.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
}
}
}{
"modid": "epicfight",
"name": "stacks_fatal_slash",
"conditions": {
"normal": {
"animation": "epicfight:biped/skill/battojutsu",
"stacks": 1,
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 5.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
},
"sprinting": {
"animation": "epicfight:biped/skill/battojutsu_dash",
"stacks": 2,
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 8.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
},
"kneeling": {
"animation": "epicfight:biped/skill/wrathful_lighting",
"stacks": 4,
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 16.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
]
}
},
"tooltip": [
{
"argTargetType": "key_binding",
"translatableKey": "key.sprint",
"colorKey": "aqua"
},
{
"argTargetType": "key_binding",
"translatableKey": "key.sneak",
"colorKey": "aqua"
}
]
}EF: Extended Datapacks
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