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

EF-ExtendedDatapacks-2.1.4-1.20.1+[Forge].jar

  • R
  • Jun 1, 2026
  • 240.34 KB
  • 393
  • 1.20.1
  • Forge

File Name

EF-ExtendedDatapacks-2.1.4-1.20.1+[Forge].jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-edp-1309609:8178729")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

V2.1.4 Rework to the Internal Skills Registration System

Issue Resolved: The legacy (He only lived a couple of days...) system directly referenced animations from the global pool. Any modifications applied to existing animations caused a dangerous accumulation of properties, leading to cross-contamination between skills and unintended side effects.

Root Cause: The virtual animation system was not creating true clones; it was merely assigning an additional identifier to existing animation instances. Consequently, modifications to "virtual" animations were being applied to the original real animations, making the virtualization layer functionally equivalent to direct references.

New Implementation: The asset routing and virtualization system has been refactored to perform de facto cloning of animations. Each cloned animation now operates as a completely independent memory entity, eliminating singleton-based conflicts.

How It Works:

  • The system parses new virtual animation paths using the format: {modID}:biped/skill/{skillName}
  • Upon manual protocol invocation, the system deep-clones the source animation, preserving all:
    • Animation phases
    • Frame properties and timing data
    • Attached events and callbacks
  • Multi-conditional skills are parsed based on their name and condition set, retaining all aforementioned qualities

Benefits:

  • Innate Skills that reference or reuse existing mod animations no longer cause property pollution when those animations are utilized outside their originating skill context
  • Virtual animations can be safely modified via skill constructors without affecting source animations
  • The system operates exclusively through manual protocol calls, ensuring only successfully registered skills trigger the cloning process

Stability Guarantee: This approach prevents animation interception and guarantees stable, isolated operation for all virtualized animation entries.

 

I sincerely apologize for any issues caused by this error!

V2.1.3 Conditional Innate Skill Reworked

The Conditional Skill system becomes "MultiConditional" and now tolerates properties for each animation assigned to each possible condition, the conditions can increase or decrease in the future.

V2.1.2 Fix Dedicated Server Crash

✨ Added: Data-Driven Innate Skill System (JSON Support)

Introduced a fully data-driven system that allows creation and customization of Innate Skills via JSON, removing the need for hardcoded implementations.

📦 Supported Skill Types

The system currently supports three types of innate skills:

  • Conditional Innate Skills
    • Dynamically selects animations based on player state.
    • Example conditions include:
      • sprinting
      • in_air
      • kneeling
      • use_item
    • Falls back to a default animation if no condition is met.
  • Holdable Innate Skills
    • Supports charge-based mechanics.
    • Configurable charging behavior:
      • chargeAnimation
      • minChargingTicks
      • maxChargingTicks
      • maxAllowedCharging
      • Optional movement slowdown (reduceSpeed)
    • Allows multiple charge levels, each with independent properties.
      • Later on, "charged innate conditional skills" will be possible.
  • Simple Innate Skills
    • Basic one-phase skills with a single animation and property set.
    • Lightweight and easy to configure.

⚙️ Skill Properties

Each skill can define customizable combat parameters such as:

  • max_strikes
  • damage_multiplier
  • armor_negation
  • impact
  • stun_type
  • Optional flags like extra_damage

For multi-phase (e.g. holdable) skills, properties can be defined per level using indexed entries ("0", "1", "2", etc.).


📁 File Locations

Config-based (User Override)

 
./config/epicfight_edp/innate_skill_builder/
├─ conditional_innate_skill/
├─ holdable_innate_skill/
└─ simple_innate_skill/
 
  • JSON files placed here must explicitly declare a modid.

Data-driven (In-Jar / Datapack-style)

 
data_driven/<mod_id>/innate_skill_builder/
├─ conditional_innate_skill/
├─ holdable_innate_skill/
└─ simple_innate_skill/
 
  • The modid is automatically inferred from the folder path.
  • Any modid declared inside the JSON file is ignored.

Execution Animations from Combat Evolution (Third Party)

You can register execution animations, either by item or by category, however you cannot type both at the same time or your package is considered invalid.

 

📁 Path - Conig:

config/epicfight_edp/third_party/combat_evolution/execution

 

📁 Path - InJar:

data_driven/<mod_id>/third_party/combat_evolution/execution

 

Registry for Categories

 

Registry for Item:

 

Property Type Description
category String Weapon category that will receive the execution animation. Use "null" to ignore field
item String Specific item registry name (modid:item_name). Use "null" to ignore field
style String Combat style required for the execution. 
executionAnimation String Animation played by the attacker during the execution sequence.
executedAnimation String Animation played by the target being executed.
xOffset Float Horizontal X position offset applied to the executed entity.
yOffset Float Vertical position offset applied to the executed entity.
zOffset Float Forward/backward Z position offset applied to the executed entity.
rotationOffset Float Additional rotation applied between the attacker and the executed target.
totalTick Integer Total duration of the execution sequence in ticks.