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Epic Fight: Combo Triggers

Adds arcade-style combo triggers and multiple innate skills to Epic Fight, reducing keybind clutter and letting weapons execute abilities through customizable directional combinations.
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EpicFightComboTriggers-0.2.0

File nameEpicFightComboTriggers-0.2.0.jar
Uploaded
Sep 8, 2026
Downloads
47
Size
331.1 KB
Mod Loaders
Forge
File ID
8837649
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-combo-triggers-1583372:8837649")

Learn more about Curse Maven

What's new

### Bow skill suite

- Added Arrow Rain, a delayed 7.8 by 7.8 block field that follows a crosshair-selected destination, begins two seconds after the upward shot, lasts 12 seconds, and pulses twice per second.
- Arrow Rain damage snapshots 10% of the current enchanted bow damage per pulse with a 0.20 minimum, applies 15% movement slowness while targets remain in the field, and uses a 60-second cooldown.
- Added custom Arrow Rain visuals with fast downward arrow models, rain streaks, ground impacts, capped client emitters, and cleanup across world changes.
- Added Piercing Shot with a committed held-draw animation, bow-hand projectile origin, recoil, a 64-block maximum path, a 3 by 3 hit tunnel, solid-block collision, and an eight-target pierce cap.
- Piercing Shot deals four times current weapon damage, consumes 25% of the bow's maximum durability, applies Epic Fight stagger where supported, applies a fallback slow where necessary, inflicts six Bleeding pulses, and uses a 50-second cooldown.
- Added Piercing Shot charge and release effects: hand-tracked charge particles, muzzle pressure, a bright projectile core, wind spirals, and expanding pressure rings.
- Added Critical Up, a 10-second buff that gives basic bow attacks a 25% chance to deal double damage and uses a 30-second cooldown.
- Added original Critical Up, Ignitium Helmet, and Cursium Helmet casting gestures registered under the Combo Triggers animation namespace.
- Added the custom Bleeding status effect, icon, damage type, death messages, and resistance-aware damage behavior.

### Greatsword and terrain systems

- Added independent per-player, per-weapon-type, per-skill requirement meters. Skills may gain progress from the same event but never consume one another's stored resource.
- Greatsword requirement progress now survives weapon swaps and temporary unequipping, remains attached to the player rather than item NBT, and copies through non-death player cloning.
- Added server-authoritative Earth Splitter terrain sampling across seven lanes, five blocks of width, and twenty blocks of forward travel.
- Earth Splitter now follows collision surfaces across slopes, slabs, and stairs; stops lanes at gaps, unloaded terrain, and unreachable cliffs; and shares sampled positions between damage and visual effects.
- Added optional AAA Particles hooks for ground-segment Earth Splitter effects while preserving code-driven fallback particles.

### Compatibility and loadouts

- Added selectable native passive skills to the four-slot loadout. P1nero's Double Arrow can be enabled as an `AUTO` slot and remains inactive in arcade mode when not selected.
- Added an optional action-provider layer for abilities that are not Epic Fight `Skill` instances.
- Added optional L_Ender's Cataclysm discovery for supported main-hand, off-hand, helmet, chestplate, and boots abilities without compile-time Cataclysm class references.
- Equipped Cataclysm actions reserve loadout slots from the bottom upward while preserving displaced player mappings for restoration after gear removal.
- Added native Cataclysm cooldown synchronization and distinct activation feedback for Gaze of Heat and Ghost Vision.
- Added provider-declared native activator suppression so optional integrations can participate in exclusive arcade input ownership without becoming hard dependencies.

### HUD and artwork

- Added five distinct transparent 32 by 32 pixel-art icons for Earth Splitter, Iron Fortress, Critical Up, Arrow Rain, and Piercing Shot.
- Added true grayscale companion textures for custom skill cooldown and requirement states.
- Added a frameless native-style diamond HUD with screen-edge constraints and support for one to four mapped skills.
- Requirement icons now reveal color clockwise as their independent resource fills and hide the numeric value at full readiness.
- Cooldown icons now begin fully grayscale, recover color through a clockwise clock sector, and retain a centered seconds countdown until ready.

## Updated

- Arcade Combos now exclusively owns innate and compatible item-skill activation while enabled. Epic Fight's normal innate key and Cataclysm's item, helmet, chestplate, and boots ability mappings are drained before native execution.
- Disabling Arcade Combos immediately restores native skill activators without changing player key bindings.
- Normal attacks, item use, movement, bow behavior, and combo-trigger input remain available even when physical bindings overlap a suppressed activator.
- Arrow Rain uses the first P1nero bow combo as a copied, upward-aiming one-shot action without inheriting native projectile callbacks or extra firing cycles.
- Piercing Shot uses a copied and retimed third P1nero bow combo with an extended full-draw commitment and exactly one custom release callback.
- Bow custom skills are cooldown-only in the final release: Arrow Rain 60 seconds, Piercing Shot 50 seconds, and Critical Up 30 seconds. Their previous stamina requirements and costs are removed.
- Custom active durations are no longer misrepresented as cooldowns in the HUD.
- Native Epic Fight and supported mod skills continue using their own execution, follow-up, hold, charge, resource, animation, and rendering logic wherever available.
- Weapons of Miracles is optional. WOM-backed Greatsword entries remain guarded and disappear safely when WOM is absent.
- Network synchronization progressed to protocol 8 for arcade mode ownership, independent slot state, passive selection, and updated effect data.

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