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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.
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EF-ExtendedDatapacks-2.5.6-1.21.1+[NeoForge].jar

File nameEF-ExtendedDatapacks-2.5.6-1.21.1-NeoForge.jar
Uploader
SleysSleys
Uploaded
Oct 31, 2026
Downloads
639
Size
1.1 MB
Mod Loaders
NeoForge
File ID
9380572
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:epic-fight-edp-1309609:9380572"

Learn more about Curse Maven

What's new

Changelog

Finalizing debt payments…

New Features

Taskable Animation Events

  • Added Taskable Animation Event support.
  • Added Taskable Laser Line World Damage.
  • Added Taskable Laser Floor World Damage.
  • Added Taskable Laser Shape World Damage.
  • Added Taskable Entity Clone.
  • Added Taskable Entity Animated.

Timed Innate Skills

  • Added Timed Innate Skill.
  • Added Advanced Timed Innate Skill.
  • Added a new skill-based Controllable Events system.

Controllable Events System

Controllable event systems support a list of tasks for each event—some defined statically (to be executed whenever the event occurs) and others defined dynamically (using data keys as conditionals). Certain events that operate based on an "Attacker <-> Attacked" pairing can load or execute sub-events recursively, depending on the entity selected.

All controllable events provide a mechanism for executing standard event logic, whether statically (triggered by the event itself) or dynamically (based on data).

While all controllable events have access to standard event logic, not all of them can actually be "controlled."

Behavior may vary slightly between game versions for instance, between NeoForge 1.21.1 and Forge 1.20.1.

Supported event types.

Each event type can have its own controller, allowing skills to:

  • Cancel events.
  • Modify event properties and values.
  • Execute static or dynamic arithmetic instructions.
  • Disable specific movement and input behaviors.
  • Trigger associated invocations and animations.
  • Modify targets, damage, healing, knockback, loot, and other event-specific properties.

Additional features:

  • Added event type registration using unique keys and associated controllers.
  • Added controller execution followed by related invocations.
  • Added data serialization and codec support for datapack integration.
  • Added validation to prevent duplicate controllers for the same event type.

Combat Events

Added controllable combat events, including:

Animation & Attack

  • Animation Phase
  • Anticipation Animation
  • Attack Animation
  • Recovery Animation
  • Attack Entity
  • Attack Speed

Damage Interaction (Attacker / Target)

Added event control for both sides of combat interactions, allowing skills to independently execute logic for the attacker and the attacked entity.

  • Deal Pre Damage
  • Deal Post Damage
  • Deal Pre Player Damage
  • Deal Post Player Damage
  • Take Pre Damage
  • Take Post Damage
  • Living Incoming Deal Damage
  • Living Incoming Player Deal Damage
  • Living Incoming Take Damage

Combat & Defense

  • Living Death
  • Living Kill
  • Living Knockback
  • Living Shield Block
  • Living Shield Blocked
  • Living Use Totem
  • Living Trigger Totem

These controllers allow customization of damage calculations, attack behavior, defensive interactions, knockback, and combat-related entity states.

AI & Targeting Events

  • Target Entity
  • Client Target Entity
  • Server Target Entity

Added control over entity targeting, allowing skills to modify target selection and execute custom targeting logic on either the client or server side.

Loot Events

  • Living Drops
  • Living Experience Drop

Added control over entity drops and experience generation, allowing skills to modify loot results, cancel drops, and customize experience rewards.

Movement Events

  • Living Breath
  • Living Fall
  • Movement Input
  • Player Use Input
  • Player Client Use Input
  • Player Server Use Input

Added control over movement and player input behavior.

Controllers can:

  • Disable sprinting.
  • Reduce movement impulses.
  • Modify movement input while a skill is charging.
  • Customize falling behavior.
  • Modify living entity breathing behavior.
  • Apply different input logic depending on the logical side.

Status Events

  • Added Mob Effect
  • Applicable Mob Effect
  • Expired Mob Effect
  • Remove Mob Effect
  • Living Heal

Added control over healing and mob effect interactions.

Controllers can:

  • Cancel healing events.
  • Modify healing amounts.
  • Prevent specific effects from being applied.
  • Modify effect application, expiration, and removal behavior.

Tick Events

  • Tick
  • Client Tick
  • Server Tick

Added controllable tick events, allowing skills to execute periodic logic and handle client-side and server-side behavior independently.


Improvements & Optimizations

Entity Clone

  • Improved entity clone behavior.
  • Cloned entities can now imitate the player's LivingMotion.
  • Added automatic teleportation to the player when the clone gets too far away.
  • Improved camera-facing behavior and head rotation, allowing the clone to look towards the camera more naturally.
  • When teleporting, the entity flashes white and emits particles.

Codebase

  • Total refactored internal code architecture.
  • Optimized general code execution and implementation.
  • Improved code organization and maintainability.
  • A data get system for instructions was added, to enable operations beyond simple reads and writes.

What a headache! 😵

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