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Weapons of Miracle
Sleys edited this page Jul 31, 2026
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1 revision
💡 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>/wom_configs/<item_id>.json
| Field | Description | Valid Options |
|---|---|---|
| demon_mark | array | Allows configure some aspects of the antitheus passive. |
| solar_passive | array | Allows configure particles. |
- allow_antitheus_particles ➡️ It allows the scytha-shaped particles to be generated on your object if it has the demon mark passive.
- allow_basicAntitheus_particles ➡️ It allows particles to be generated when performing basic attacks if the item has the Antitheus passive.breaks and prevents interaction with some passive or active functions.
- allow_solar_particles ➡️ It allows you to alter the style of your item when entering Solar Arcana's special mode, determining whether or not the item generates fire particles.
For this example, we have a weapon that uses Antitheus' passive ability in addition to the scythe-shaped particles and the particles when attacking.
{
"demon_mark": {
"allow_antitheus_particles": true,
"allow_basicAntitheus_particles": true
},
"solar_passive": {
"allow_solar_particles": false
}
}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