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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-1.9+1.21.1-NeoForge.jar

  • R
  • Mar 13, 2026
  • 171.31 KB
  • 1.3K
  • 1.21.1
  • NeoForge

File Name

epicfight_extended_datapacks-1.9+1.21.1-NeoForge.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:epic-fight-edp-1309609:7749539"
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General - Changelog

The code has been updated to avoid relying on deprecated methods. This mod now works with the new declaration and policy system of Lazy Utilities 3.0+.

 

Changes

The LZM: Runner system was implemented in Lazy Utilities 3.3+. Therefore, parameterization files can now be saved within their .jar files using lowcodefml to convert their Datapacks into Mods.

 

Therefore...

Category Icon:

  • for config: .minecraft/config/epicfight_edp/skill_builder/category_icon/your_files.json
  • for In-Jar: your_mod.jar/lzm_runner/<your_modid>/skill_builder/category_icon/your_files.json

Guard Skills:

  • for config: .minecraft/config/epicfight_edp/skill_builder/guard_skills/your_files.json
  • for In-Jar: your_mod.jar/lzm_runner/<your_modid>/skill_builder/guard_skills/your_files.json

Passive Skills:

  • for config: .minecraft/config/epicfight_edp/skill_builder/passive_skills/your_files.json
  • for In-Jar: your_mod.jar/lzm_runner/<your_modid>/skill_builder/passive_skills/your_files.json

This should be a significant improvement, as it allows you to centralize your configurations within your own datapack... And at the same time, it's the prelude to more interesting things...

 

Additions

Overlay System

A new system for loading overlays has been added. This system supports loading both static (simple) overlays and animated (array) overlays.

 

How does it work?

First, go to your folder: assets/<your_namespaces>/overlay_parameters/your_file.json

There you can create a file like this; in this example it's for both one-handed and two-handed modes.

 

As you can see, if we want to use a simple overlay, that is, a single image, we simply pass it:
"overlay_path": "epicfight_edp:overlays/flame/fireflay_50.png"

In turn, you must always declare the item you want to write to. In the example, it was: "item": "minecraft:diamond_sword",

on the other hand: "per_style": true,
is just bureaucracy; it doesn't do anything currently. If in the future I want the overlay to be launched with different parameters, this will be useful.

 

The path assigned to the texture is not automatically located in "textures." The image shows: "epicfight_edp:overlays/flame/fireflay_50.png"

This means it is located in: assets/epicfight_edp/overlays/flame/fireflay_50.png

NOT IN: assets/epicfight_edp/textures/overlays/flame/fireflay_50.png

 

Important: The size MUST match the number of images available for animation. The FPS CANNOT EXCEED the level's evaluation threshold of 20 ticks (20 FPS).

The system counts from 1 -> Infinity, not from 0, and the asterisk (*) must correspond to the number in your image set. Additionally, the notation is straightforward: 0 -> 1 -> 10 -> 11 -> 100, etc.

IT IS NOT COMPATIBLE WITH 000 -> 001 -> 010 -> 11 -> 100...

 

Creating categories

Another new addition is the ability to create categories, which is relatively simple.

Depending on your preference, you can do the following:

  • For config: .minecraft/config/epicfight_edp/weapon_builder/category/your_files.json
  • For In-Jar: your_mod.jar/lzm_runner/<your_modid>/weapon_builder/category/your_files.json

And your file should look something like this:

 

Important: If you register the category from the configuration folder, you must declare a modID.

If you do it using an In-Jar file, you don't need to specify the modID because the namespace where the file itself exists is considered the signer.

 

To access the LZM: Runner system, read the ChangeLog of Lazy Utilities 3.3 (for NeoForge) or Lazy Utilities 2.9.7 (for Forge).

In both cases, you must use lowcodefml.