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Simple Innate Skills
Simple Innate Skills are designed for clean, instant-execution combat abilities. Unlike conditional or channeled mechanics, they trigger a single standalone animation mapped to one unified property block upon key activation.
Depending on whether you want users to be able to modify categories locally or bundle them inside your mod, choose one of the following paths:
Use this path if you want the setup to be easily accessible/editable by servers or pack devs.
-
Path:
.minecraft/config/epicfight_edp/innate_skill_builder/simple_innate_skill/*.json โ ๏ธ Rule: You MUST explicitly declare themodidfield inside the JSON when using this folder.
Use this path to ship categories natively pre-configured inside your mod jar file or data-driven setup.
-
Path:
data_driven/<your_modid>/innate_skill_builder/simple_innate_skill/*.json - ๐ก Rule: The
modidfield can be safely omitted inside the JSON because the directory's namespace acts as the fallback signer automatically.
{
"modid":"epicfight",
"name": "fatal_sharp_stab",
"animation": "epicfight:biped/skill/sharp_stab",
"properties": [
{
"max_strikes": 1.0,
"damage_multiplier": 7.0,
"armor_negation": 20.0,
"impact": 1.6,
"stun_type": "long"
}
],
"tooltip": [
{
"argTargetType": "key_binding",
"translatableKey": "key.mouse.right",
"colorKey": "aqua"
},
{
"argTargetType": "scripted_text",
"translatableKey": "fatal_sharp_stab.skill.des",
"colorKey": "dark_purple"
}
]
}| Field | Type | Description |
|---|---|---|
modid |
String | The target mod namespace used to register the skill. |
name |
String | Unique internal identifier for your custom innate skill. |
animation |
String | The resource location path to the core attack animation file. |
disableTooltipProperties |
Boolean | This prevents properties from being displayed in the tooltip, useful if you want to build a custom tooltip. |
The nested fields inside the properties block control the weapon's direct gameplay mechanics during execution
| 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 (See options below). |
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. |
When defining your stun_type string value, use any of the following standard identifiers (case-insensitive but lowercase matches conventions):
- short
- long
- hold
- knockback
- neutralize
- fall
- none
The tooltip array defines a list of text components displayed in the skill description. Each entry is resolved independently and can represent a key binding, localized text, or a dynamically calculated numeric value.
Components are rendered in the order they appear in the array.
- key_binding: Displays the currently assigned key for the specified key mapping.
{
"argTargetType": "key_binding",
"translatableKey": "key.mouse.right",
"colorKey": "aqua"
}- scripted_text: Displays a translatable text component.
{
"argTargetType": "scripted_text",
"translatableKey": "example.skill.description",
"colorKey": "gold"
}- damage_operation: Displays a numeric value that can be calculated from either a fixed base value or the attack damage of the held item.
{
"argTargetType": "damage_operation",
"baseValue": 10.0,
"operation": "multiplication",
"modifier": 1.5,
"format": "%.1f",
"colorKey": "red"
}| Property | Required | Description |
|---|---|---|
| argTargetType | Yes | Type of component to render. |
| translatableKey | Depends | Translation key or keybinding identifier used by the component. |
| colorKey | No | Text color applied to the rendered component. |
| baseValue | No | Base numeric value used by damage_operation. |
| operation | No | Mathematical operation applied to the value. |
| modifier | No | Operand used by the selected operation. |
| format | No | Java format string used to display numeric values. |
Supported Operations
The following operations are available for damage_operation
| Operation | Result |
|---|---|
| addition | base + modifier |
| subtract | base - modifier |
| multiplication | base * modifier |
| division | base / modifier |
If baseValue is omitted, the component uses the attack damage of the provided item stack as its starting value. This allows tooltip values to scale dynamically with weapon attributes.
EF: Extended Datapacks
๐ฆ Data
๐งฐ Core
๐๏ธ Visuals
- Zoom Types
- Weapon Models per Style
- Advanced Swing Trails
- Weapons Passive Particles
- Shader Effects I
- Shader Effects II
- Shader Effects III
โ๏ธ Combat
๐๏ธ Skill Builder
๐ ๏ธ 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
๐ก๏ธ Animation Operations
- Animation Operations
- Animation Properties
โ๏ธ Third-Party