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Epic ParCool: Momentum(4.0 Final Update-Sandevistan is here!)

Further integrate Epic ParCool with Epic Fight, making Vault, WOM skill animations, aerial attacks, and sprinting movements better and cooler.
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epic_parcool_momentum-4.0.0.jar

File nameepic_parcool_momentum-4.0.0.jar
Uploader
spake404spake404
Uploaded
Oct 14, 2026
Downloads
885
Size
1.2 MB
Mod Loaders
Forge
File ID
9168954
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-parcool-momentum-1549844:9168954")

Learn more about Curse Maven

What's new

### Custom FastRun Animation System

- **Standalone FastRun animation system**: FastRun is no longer merely an extension of WOM Natural Sprinter. EPM can now independently control EpicParCool's FastRun animations and related stride visuals.
- **Weapon-specific FastRun without WOM**: even when Weapons of Miracles is not installed, EPM can automatically generate a matching FastRun animation from the current Epic Fight weapon's RUN animation.
- **Datapack animation rules**: FastRun animations can be matched by Epic Fight weapon type, specific item, and weapon style, with multiple candidate animations tried in priority order.
- **Built-in weapon templates**: added common weapon-type and style configurations for Epic Fight, WOM, EpicFight Extra, and EpicFight Nightfall, covering tachi, scythe, great tachi, polearm, and other animation sets.

### Forge Compatibility

- **Fixed Forge event-priority compatibility**: changed the client debug event handlers from the incompatible `EventPriority.MONITOR` to Forge 1.20.1's supported `EventPriority.LOWEST`, preventing mod-loading crashes in environments such as Forge 47.4.10 where the `MONITOR` enum is unavailable. This change does not alter ParCool, Epic Fight, or other core behavior; it only changes when the related debug logs and debug HUD shortcut are processed.

### Natural Sprinter Step / ParCool Dodge Shared-Key Arbitration

- **Added three R-key conflict modes**: when Natural Sprinter Step and ParCool Dodge share the same key, players can choose short-press Dodge / hold-and-release Step, short-press Step / hold Dodge, or single-tap Step / double-tap Dodge. The default mode is short-press Dodge and hold-and-release Step.
- **Step can now properly activate outside FastRun**: when Natural Sprinter is learned and the Step conditions are met, shared-key Step first enters FAST_RUN motion through ParCool's native FastRun chain, then consumes Step and plays its animation. This prevents the animation from playing without real FastRun or being overwritten on the first FastRun frame.
- **Fixed Dodge and Step animation conflicts**: when Dodge and Step are triggered from the same key, the system arbitrates them before execution. A delayed Step waits for the Dodge / Roll animation to finish before entering the FastRun Step sequence.
- **Compatible with ParCool Dodge being disabled**: if Dodge is disabled in ParCool's settings, the shared-key mode no longer consumes short presses. The key falls back to Natural Sprinter Step and retains the ability to enter FastRun before playing Step from a non-FastRun state.
- **Double-tap Dodge timing now matches ParCool's feel**: the default double-tap window is 2 ticks, based on ParCool's directional-key Dodge timing. In this mode, a single-tap Step has a small delay equal to the double-tap window.
- **Configuration added to the ParCool Alt+P screen**: the conflict mode, hold threshold, double-tap window, and maximum first-tap duration are available on the Epic ParCool: Momentum settings page inside ParCool's configuration screen.

### Demolition Leap Integration

- **Shift+Space activates Demolition Leap**: after learning Epic Fight's Demolition Leap, holding Shift+Space starts it through Epic Fight's native charge and release flow while suppressing conflicting ParCool CatLeap and ChargeJump input.
- **Midair double jump**: after Demolition Leap launches the player into the air, Epic Fight's Phantom Ascent can be triggered once to create a Demolition Leap + Phantom Ascent combination.
- **ChargeJump charge-animation replacement**: before Demolition Leap is learned, ParCool ChargeJump uses Epic Fight's Demolition Leap charging animation.
- **Shift alone no longer starts ChargeJump after learning Demolition Leap**: Shift+Space still activates Demolition Leap, while pressing Shift by itself no longer leaves behind a ChargeJump charging state.
- **Added three independent configuration options**: `demolitionLeapShiftSpaceReplacement`, `demolitionLeapAirDoubleJump`, and `demolitionLeapChargeJumpAnimation`.

### CatLeap Fix

- **Fixed CatLeap animations not ending after entering water**: when Natural Sprinter is learned and WOM `sprintJump` replaces the ParCool CatLeap animation, entering water now correctly clears the animation state.

### Consecutive Vault Fixes

- **Fixed missed consecutive Vault activations at close range**: after entering Vault from FastRun, the compatibility layer releases the current ParCool Vault action at tick 6, preventing its remaining action window from blocking a second obstacle.
- **The compatibility layer no longer scans for the second obstacle**: the consecutive-Vault fix no longer calls `getVaultableStep` / `getWallHeight` every tick to inspect blocks ahead. It only ends the current Vault, leaving all subsequent Vault eligibility checks to ParCool's native conditions and preventing false positives that kick off empty air.
- **Added an independent configuration option**: `fastRunVaultChainFix` is enabled by default and can be disabled in the configuration file or ParCool Alt+P screen. Disabling it restores ParCool's native Vault action timing.
- **Adjusted Vault clearance detection**: the required Vault clearance was changed to 1.5 blocks, working with ParCool's native scan to improve reliability across consecutive obstacles and spaces with three blocks of headroom.

### High-Speed Movement Animation Curve

- **Extended Epic Fight player movement animations beyond vanilla sprint speed**: normal walking and vanilla sprint-speed ranges continue to use Epic Fight's original `MovementAnimation` behavior. Above vanilla sprint speed, animation playback now keeps scaling with the player's actual horizontal movement speed instead of reaching its limit during ordinary sprinting.
- **The new limit is reached at 160% vanilla sprint speed**: vanilla flat-ground sprint speed is treated as the 100% reference, with the default maximum playback speed of `1.856x` reached at 160%. The approximate default curve is 100% = `1.16x`, 120% = `1.392x`, 140% = `1.624x`, and 160% = `1.856x`.
- **Uses actual horizontal displacement with smoothing**: playback speed is calculated from the player's real X/Z displacement each tick and smoothed to reduce animation-speed jumps caused by acceleration, deceleration, and network position fluctuations. Vertical jump velocity does not incorrectly accelerate running animations.
- **Normal RUN and FastRun share the same curve**: Epic Fight weapon RUN animations, WOM `BIPED_SPRINT` / `BIPED_SPRINT_BAREHAND`, and automatically generated FastRun animations that reuse weapon RUN all use the same extended curve whenever the resolved animation is a `MovementAnimation`.
- **Preserves compatibility for non-movement animations**: LinkAnimation, ordinary `StaticAnimation`, attacks, Step, jumps, and slide animations are not directly affected. An animation's own `PLAY_SPEED_MODIFIER` still applies normally after the base playback multiplier.
- **Added two configurable options**: `movementAnimationSpeedCapMultiplier` defaults to `1.6` and controls the relative sprint speed required to reach the animation cap; `movementAnimationMaxPlaySpeed` defaults to `1.856` and controls the maximum player `MovementAnimation` playback multiplier. Both options are available in the ParCool Alt+P settings screen.

### FastRun Stamina Exhaustion Handling

- **Hold mode with Epic Fight stamina**: after FastRun ends because stamina is exhausted, continuing to hold the FastRun input no longer causes repeated re-entry whenever a tiny amount of stamina is restored. Automatic FastRun recovery is allowed only after stamina reaches 50% of its maximum.
- **Fresh-press detection in toggle mode**: after stamina exhaustion forces toggle-mode FastRun back to normal sprinting, the player must release and press the FastRun key again. A continuously held key is not mistaken for a new manual trigger.
- **Automatic mode**: while the player continues normal sprinting and the FastRun input conditions remain valid, FastRun can automatically resume after stamina recovers to 50%. Manual retriggering remains available.
- **Cross-mod state isolation**: clears residual FastRun speed and state across Epic Fight, ParCool, WOM Spider Techniques, and EPM, preventing repeated activation or state overwrites after stamina is depleted.

### Technical and Performance Changes

- Added `NaturalSprinterDodgeStepArbiter` to manage the shared Step / Dodge key state machine.
- `FastRunMixin` now allows a pending Step request to start and maintain FastRun through ParCool's native ActionProcessor.
- The Step-to-FastRun order is now request -> FAST_RUN motion -> consumeStep -> queue animation, preventing the FastRun base motion from overwriting Step.
- `VaultChainMixin` now only releases the current ParCool Vault action at tick 6 of a FastRun Vault and no longer scans blocks every tick.
- Merged Step FastRun startup state and delayed Dodge state to reduce per-tick `WeakHashMap` lookups.
- Added a lightweight cache for shared-key Step / Dodge checks. Natural Sprinter capabilities and animations are no longer queried when there is no key input and no pending state.
- Removed empty logging calls left behind during Step / Dodge debugging to avoid unnecessary string construction.
- Added `AnimationQuery` as a shared wrapper for reading the current Epic Fight animation, reducing repeated try/catch logic.
- Added Demolition Leap handlers and mixins: `DemolitionLeapCatJumpHandler`, `DemolitionLeapAirJumpHandler`, `ChargeJumpMixin`, `DemolitionLeapSkillMixin`, `JumpChargingAnimatorMixin`, and `PhantomAscentSkillMixin`.

### Sandevistan

- Added Sandevistan skills with a dedicated parkour skill slot and an additional activation key. The default duration is 10 seconds.
- Added a local tick clock for entities inside the affected range: the user remains at normal speed while other nearby entities tick at a configurable reduced rate, approximately 5 TPS by default.
- Synchronized a client-side local partial tick to smoothly interpolate slowed entity positions, rotations, and Epic Fight animations.
- Added Epic Fight-style white afterimages with configurable count, lifetime, spawn interval, minimum movement distance, opacity, and color transition.
- Added a local-player-only green filter, edge blur, activation-edge distortion, chromatic aberration, and white flash, together with Alt+P options and localized Chinese and English tooltips.
- Added the `sandevistan_start` activation sound, played locally after the player's skill successfully activates.
- Removed the rule that automatically ended Sandevistan after attacking. Players can now use normal attacks, consecutive attacks, and offensive skills throughout the active duration.
- Added optional Sandevistan performance diagnostics to distinguish stutter caused by afterimage rendering, post-processing shaders, and the green filter.

### Sandevistan Models and Mechanic Expansion

- Reworked the original Sandevistan into the **Dynalar Sandevistan Mk. 4** and added the **QianT “Warp Dancer” Sandevistan Mk. 5**, **Militech “Falcon” Sandevistan**, **Militech “Apogee” Sandevistan**, and **Zetatech Sandevistan**. All five models have their own skill book, icon entry, duration, cooldown, time multiplier, and combat attributes.
- Added a model-profile system that separates time dilation, effect range, damage multiplier, damage reduction, cooldown, kill rewards, and charge rules from general client settings, allowing additional Sandevistan models to be added later.
- Added **Reflex Tuning**: activation reads Epic Fight's maximum stamina and adds 0.1 seconds of available duration per point of maximum stamina without consuming it. The skill-book screen displays the current maximum stamina and the resulting duration increase.
- Updated the Militech models' **partial-charge activation**: Falcon and Apogee can activate using any currently available charge, with a minimum of 0.5 seconds required. Charging pauses while active, resumes immediately from the remaining charge after ending, and the skill can be activated again during recovery. Manual deactivation grants no additional cooldown refund.
- Pressing `V` again now ends Sandevistan early. Models that support refunds convert 60% of the remaining-duration percentage into cooldown refund, while Militech Falcon and Apogee do not use this refund mechanic.
- Added model-specific combat effects: QianT Mk. 5 provides general damage reduction and stronger fire and wither damage reduction; Zetatech dynamically changes its time multiplier between grounded and airborne states, grants additional airborne attack damage, and reduces vanilla fall damage.
- Added kill rewards: Falcon restores duration and a percentage of maximum health after a kill; Apogee and Zetatech restore duration and a percentage of maximum stamina. Restored duration cannot exceed the activation limit determined by base duration plus Reflex Tuning.

### Stationary Action Afterimages

- Added stationary action afterimages: while Sandevistan is active, Epic Fight attack or action states can capture the current model pose and generate an afterimage even without horizontal movement. Ordinary idle standing does not generate afterimages.
- Stationary action afterimage settings are available in the ParCool Alt+P screen with complete Chinese and English names and tooltips. Hexadecimal colors remain configurable through the Forge configuration file.

### Sandevistan HUD, Environmental Time Dilation, and Compatibility Fixes

- Added an independent Sandevistan energy HUD and removed the previous action-bar duration, cooldown, activation, and ending messages. Green and red cells represent available and consumed time: during activation, cells change from green to red from right to left; normal-model cooldowns recover from red to green from left to right; Falcon and Apogee partial charge also updates according to the actual number of available seconds restored.
- Registered the Sandevistan bar as an independent component in Epic Fight's HUD settings instead of attaching it to Epic Fight's existing skill or weapon-skill HUD. The bar is horizontally centered by default, supports Epic Fight's native horizontal/vertical anchors and X/Y dragging, and automatically scales with the window and GUI size.
- Added combat-visibility rules for the bar: dealing or receiving damage or locking onto a valid enemy enters the visible combat state, which ends 5 seconds after the last combat activity. The bar remains visible outside combat while energy is not full. Once full and out of combat, it waits 1 second before fading and becomes fully hidden over the following second.
- Fixed the client bar continuing to drain against the old activation end time after manually pressing `V` to end Sandevistan, with recovery not appearing until the skill was activated again. Server ending synchronization now immediately clears the local active state and switches the display to the correct remaining-energy or cooldown-recovery state.

### Recent Systems and Compatibility Updates

- Added a dedicated EPM Creative Mode tab containing this mod's registered Sandevistan skill books, icon items, and future content instead of scattering them across Epic Fight's existing tabs.
- Reworked the EpicParCool crawl animation system with five custom animations: `crawl_enter`, `crawl_idle`, `crawl_move_l`, `crawl_move_r`, and `crawl_exit`. The first crawl direction is randomly selected each time crawling begins, with later entries alternating between left- and right-leading movement. During one crawl session, only the selected side loops; stopping switches to Idle, and leaving crawl plays Exit.
- Added compatibility with AsyncParticles' GPU particle path. Supported GPU vertex layouts apply Sandevistan local interpolation while particle vertices are written, preserving both AsyncParticles GPU acceleration and particle smoothing. If the layout does not match, this path safely disables itself without crashing the game.

### FastRun Camera Speed Effects and Configuration UI

- Added a local FastRun camera-speed effect. Sustained FastRun movement smoothly increases real camera FOV while adding center-out radial stretching and lightweight edge-motion blur. At full sustained movement, the extra FOV reaches 140% of the configured base value and fades out over the configured duration after slowing down or leaving FastRun. Aiming does not force an FOV change.
  - Added procedural white radial speed lines without relying on video or frame-sequence textures. The effect combines three ray layers with different densities, lengths, and travel speeds, with configurable opacity, density, base speed, segment length, circular center clearance, and outer-edge fade position.
- Added movement-speed-driven FastRun visual scaling. Effective speed is calculated from the player's current movement-speed attribute and ParCool's FastRun speed modifier relative to ordinary FastRun. Higher speed strengthens edge blur, expands the blur region toward the screen center, and accelerates the speed lines. Startup strides, knockback, and falling displacement do not incorrectly trigger maximum intensity, and dynamic scaling adds no extra shader samples.
- FastRun blur, stretching, and speed lines reuse the existing Sandevistan full-screen PostChain. When both effects are active, EPM still performs only one shared post-processing pass and uses the higher blur-sample requirement instead of processing the full screen twice.
- Fixed speed-buffed FastRun causing speed lines to flash at an abnormally high rate immediately after activation before returning to normal. Speed-line position no longer uses `absolute world time × current dynamic speed`; the client now accumulates a continuous movement phase from actual speed and interpolates it with partial tick. Dynamic fade-in and adding or removing speed effects during FastRun therefore no longer jump to a recalculated historical phase, and the previous periodic world-time reset can no longer introduce phase discontinuities.
- Reworked the Alt+P configuration screen with reusable collapsible detail groups. FastRun camera effects, Sandevistan afterimages, the green filter, edge blur, and activation distortion now have independent expand buttons. Their master switches remain visible and independently usable at the top level, while activation chromatic aberration, activation white flash, and their strength settings also remain top-level options. Collapsing a group recalculates visible rows and scroll limits, and all expand/collapse hints and new parameter descriptions are localized in Chinese and English.

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