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Epic Fight - EDP (Extended Datapacks)

Allows you to add Passive Skills to categories in datapacks, as well as use SkillDatakeys in Styles, Charged Attakcs and a few other things.

File Details

epicfight_extended_datapacks-1.8-Rev1.1.jar

  • R
  • Jan 17, 2026
  • 157.02 KB
  • 40.0K
  • 1.20.1
  • Forge

File Name

epicfight_extended_datapacks-1.8-Rev1.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-edp-1309609:7472193")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Epic Fight EDP - Version 1.8 (Forge 1.20.1) — Shader Pack Update

 

New Feature: Shader Pack System

 

A new Shader Pack System has been implemented. It works similarly to a Resource Pack and allows loading ShaderFx from the Lazy Utilities v2.9.3+.

 

Shader Packs are executed automatically based on defined parameters.
To add Shader Packs, create parameter files under:

assets/<any_namespace>/shader_packet_parameters/*.json

Files in this folder will be loaded as long as they are correctly formatted.

 

Recommendation: Use the naming convention:

<author>_<function>_<extra>.json

This reduces the chance of name collisions....

 

Parameter File Structure

Each file defines how and when shaders will run. A typical file looks like:

 

Field Definitions:

Field Description
shader_packet Name of the shader packet array
category Target category for shader execution (required)
for_item Target item. Accepts "all" or specific items. If omitted, defaults to "all".
payload_on Execution trigger type. Valid values: Skill, Style, Animation. (Invalid combinations will crash the game.)
type Execution mode based on payload_on.

 

 

Execution Modes (Type)

  • Skill → supports: hold
  • Style → supports: hold
  • Animation → supports: oneshot

Hold: Shader runs while the condition is true
Oneshot: Shader runs once at a specific elapsed time

 

Run, parameter Format

When payload_on = "Style"

skill: <skill_id>

effect: <ShaderFx type>

 

Valid effects for Style/Hold:

  • Overlay Color
  • Radial Blur In
  • Radial Blur Out

 

When payload_on = "Skill"

skill: <skill_id>

effect: <ShaderFx type>

 

Valid effects for Style/Hold:

Valid effects for Skill/Hold:

  • Overlay Color
  • Radial Blur In
  • Radial Blur Out

 

When payload_on = "Animation"

animation: <animation_id>

elapse: <time>

effect: <ShaderFx type>

 

Valid effects for Animation/Oneshot:

  • Noise Overlay
  • Impact Frame

ShaderFx Parameter Reference

Impact Frame

Parameter Description
radius Max radius (0–20). 0 disables the effect.
intensity Effect strength
atlook Triggers only if player is facing the caster

 

 

Noise Overlay

Parameter Description
timeHold Duration
size Noise texture size
intensity Effect strength
r, g, b Color values

 

 

Radial Blur (In / Out)

Parameter Description
timeIn Smooth fade-in duration
timeHold Duration at full strength
timeOut Smooth fade-out duration
intensity Blur intensity (non-scalar)
samples Quality/performance trade-off

 

 

Color Overlay

Parameter Description
timeIn Smooth fade-in duration
timeHold Duration at full intensity
timeOut Smooth fade-out duration
intensity Recolor strength
r, g, b Target color

 

Important considerations: not all "intensity" values ​​are the same. This is because most shaders operate with "compatible" parameters in the file, but they interpret them differently. Impact Frame intensity is linear, while Blur intensity is not, which is why it's used at a low level. On the other hand, in Overlays like Noise or Color, it's the Alpha value.