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-2.2.1-1.21.1+[NeoForge].jar

  • R
  • Jun 22, 2026
  • 328.30 KB
  • 8
  • 1.21.1
  • NeoForge

File Name

EF-ExtendedDatapacks-2.2.1-1.21.1+[NeoForge].jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:epic-fight-edp-1309609:8303113"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Epic Fight - Extended Datapacks v2.2.1

A new way to create skills is added: "Stacks Conditional Innate Skills"

They operate similarly to Conditional Innate Skills, but depend on user-assigned stacks; these stacks represent the stored charge of the skill.

 

Wiki: https://github.com/Sleys-g/ExtendedDatapacks/wiki/11-4.-Stacks-Conditional-Innate-Skills

 


 

Epic Fight - Extended Datapacks v2.2

QoL Update • System Reworks • Shader Pack II

This update focuses on modernizing several legacy systems, reducing configuration complexity, improving maintainability, and eliminating a number of long-standing issues caused by older implementations.

In addition, a brand-new collection of shader effects has been introduced, expanding the visual customization possibilities available through datapacks.

 

⚠️ This update breaks everything that depends on the "Reworked System" list since it must be updated to the new requirements!⚠️

 

⚠️This update goes hand in hand with a massive refactoring of the mod's systems!⚠️

 


 

🔄 Reworked Systems

I. Advanced Swing Trails

The Advanced Swing Trails system has been completely redesigned.

In previous versions, users were required to register both an item_skin and an advanced_swing_trail entry separately, even when both configurations described the same weapon. This duplication increased setup complexity and frequently caused configuration mistakes.

What's changed?

  • Swing trails are now registered directly through their own configuration.
  • Duplicate registrations are no longer required.
  • The overall workflow is significantly simpler and easier to maintain.
  • Existing datapacks will need to be migrated to the new format.

Folder Changes

Old Folder New Folder
item_skins_parameters advanced_swing_trails

 

The new structure groups all trail-related information into a single configuration file, making weapon customization more intuitive and easier to read.

Wiki section: https://github.com/Sleys-g/ExtendedDatapacks/wiki/05.-Advanced-Swing-Trails

 


 

II. Weapon Models per Style

The old socket-based implementation has been removed entirely.

While functional, the previous system often became difficult to maintain, especially when working with multiple styles and model overrides. The new implementation focuses on simplicity and readability.

What's changed?

  • The socket system has been removed.
  • A single configuration file now controls model assignments.
  • Style-based model overrides are easier to configure.
  • Reduced setup complexity for datapack developers.

Folder Changes

Old Folder New Folder
item_model_parameters weapons_model_properties

 

The new format allows developers to assign custom weapon models directly to specific combat styles without requiring additional intermediate configuration.

 

Wiki section: https://github.com/Sleys-g/ExtendedDatapacks/wiki/06.-Weapon-Models-per-Style

 


 

III. Shader Packets

Major Internal Rewrite

The old Shader Packet Parameters system has been completely deprecated.

Previous implementations relied on a centralized structure that introduced unnecessary redundancy and made extending shader functionality increasingly difficult.

The new implementation introduces:

  • Sealed shader records.
  • Cleaner JSON structures.
  • Reduced redundancy.
  • Easier shader expansion.
  • Improved maintainability.

Coroutine-Based Runtime

One of the largest internal changes is that shader processing no longer runs through a client-side player tick event.

Instead, shaders are now managed through a dedicated client coroutine system.

Benefits

  • Eliminates several edge-case bugs.
  • Prevents visual effects from remaining active after leaving a world.
  • Improves handling of holdable effects.
  • Reduces unnecessary tick processing.
  • Simplifies synchronization logic.

As part of this redesign, several old Netty-dependent mechanisms and tags were removed and replaced by static runtime state management.

Folder Changes

Old Folder New Folder
shader_packet_parameters shader_packet

 

Wiki section: https://github.com/Sleys-g/ExtendedDatapacks/wiki/08-1.-Shader-Effects-I

 


 

IV. Overlay Effects

(formerly Overlay per Styles)

The overlay system has received its largest update since release.

The previous implementation was limited to style-based activation and operated through an Epic Fight skill.

This made overlays difficult to use for more dynamic visual scenarios.

What's new?

Overlays can now be triggered by:

  • Combat Styles
  • Skills
  • Animations

This greatly expands the number of situations where overlays can be used.

New Coroutine Runtime

Like the shader system, overlays now operate through a dedicated coroutine runner with event access.

This provides:

  • Better stability.
  • Cleaner activation logic.
  • Dynamic transitions.
  • Improved lifecycle management.

New Timing Controls

Overlays now support:

  • time_in
  • time_hold
  • time_out

For one-shot activations such as animations, a time_hold value must be defined.

For style-based and skill-based overlays, the effect remains active until its activation condition is no longer valid.

Static Overlay Support

Animated overlays are still supported, but v2.2 also introduces support for static overlay textures.

This allows developers to create lightweight visual effects without requiring animation sequences.

Folder Changes

Old Folder New Folder
overlay_parameters overlay_packet

 

Wiki section: https://github.com/Sleys-g/ExtendedDatapacks/wiki/10.-Overlay-Effects

 


 

V. Item Properties

(formerly Tag-Based Properties)

The old tag-driven item property system has been replaced.

The previous approach created several compatibility and usability issues, particularly between:

  • Forge 1.20.1
  • NeoForge 1.21.1

The new implementation uses dedicated JSON configuration files instead of tags.

Benefits

  • Better cross-loader compatibility.
  • Easier configuration.
  • Cleaner datapack structure.
  • More extensible property definitions.

New Features

disable_hurt_enemy

Disables the item's special attack behavior when striking an entity.

force_use_method

Forces the item to implement a use action.

use_animation

Allows developers to define a custom use animation that replaces the vanilla one.

This animation does not conflict with guard animations such as:

  • Guard
  • Impact Guard
  • Parrying
  • Third-Party Guard Implementations

Once a guard skill becomes available, the custom use animation is automatically replaced by the guard animation.

This is especially useful when implementing custom weapon interaction systems through force_use_method.

Wiki section: https://github.com/Sleys-g/ExtendedDatapacks/wiki/12.-Item-Properties

 


 

✨ New Shader Pack II

A total of 7 new shaders have been added.

 


 

BI_COLOR_OVERLAY

Adds both a Dark Color and a Light Color, providing significantly more control over the final rendered image.

Unlike the existing Color Overlay shader, this effect modifies the render foundation rather than simply applying a tint.

 


 

FOCUS_BLUR

Adds a radial focus blur effect.

Useful for:

  • Skill activations
  • Cinematic moments
  • Dash effects
  • Ultimate attacks

 


 

CRT_FILTER

Adds a fully configurable CRT-style screen filter.

Perfect for:

  • Retro aesthetics
  • Dream sequences
  • Corrupted visual effects
  • Technology-themed abilities

 


 

GLOW

Adds configurable bloom and glow effects.

Developers can define which textures participate in the glow pass, allowing specific objects or visual elements to emit light independently from the rest of the scene.

 


 

COLORED_IMPACT_FRAME

An advanced version of the traditional Impact Frame.

Instead of relying on black-and-white contrast, developers can define:

  • Dark Color
  • Light Color

This enables highly stylized impact flashes while preserving the dramatic visual feedback of traditional impact frames.

Optional chromatic aberration support is also available.

 


 

PHASE_NOISE

Adds radial phase distortion around screen edges.

The effect resembles:

  • Evaporating particles
  • Heat distortion
  • Unstable dimensional energy
  • Corrupted visual space

Ideal for supernatural or reality-warping abilities.

 


 

SHARPEN

Applies image sharpening to the final render.

Useful for:

  • Counteracting blur-heavy effects.
  • Increasing visual clarity.
  • Enhancing cinematic shader combinations.

 


 

📚 Documentation & Wiki

A complete Wiki has been created for v2.2.

It includes:

  • Video demonstrations
  • Configuration examples
  • Detailed explanations
  • Migration guidance
  • JSON references
  • Practical implementation examples

Important: The documentation is only guaranteed to be accurate for Extended Datapacks v2.2 and later versions, including both NeoForge releases and the upcoming Forge backports.

Wiki: https://github.com/Sleys-g/ExtendedDatapacks/wiki