Ice and Fire Epic Fight Compat (CompatLink)

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Ice and Fire Epic Fight Compat (CompatLink)

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Epic Fight movesets for Ice and Fire CE weapons — and armor that keeps its real 3D shape (dragonsteel horns, sea serpent fins) in battle mode instead of turning into a plain vanilla silhouette.

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iceandfire-compat-1.1.0.jar
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CompatLink: Ice and Fire CE

Epic Fight movesets for every Ice and Fire weapon — and armor that keeps its horns in battle mode.

Two things in one pack for Ice and Fire: Community Edition 2.0 (NeoForge 1.21.1).

1. Weapon movesets

Dragonbone / dragonsteel / silver / copper swords swing as swords, their axes as axes, the dragonbone bow as a bow, fishing spear and tide trident as spears, the stymphalian bird dagger as a dagger, and the giant troll weapon as a two-handed greatsword — 26 weapons in total, through CompatLink mappings. You don't need to write an Epic Fight datapack of your own.

2. Armor that keeps its real shape

Epic Fight never calls the vanilla armor layer, so the hook that swaps in Ice and Fire's real armor models never fires in battle mode. Normally you get a plain vanilla silhouette: no dragonsteel horns, no visor, no sea serpent fins — and a texture stretched against the wrong UV grid.

This pack hands those real models to Epic Fight through its public model-transformer API, so all 30 Ice and Fire armor sets (120 items) render with their actual geometry in battle mode:

  • 12 dragon scale colours (red, green, bronze, gray, blue, white, sapphire, silver, electric, amethyst, copper, black)
  • 3 dragonsteel sets (fire, ice, lightning) — horns and visor included
  • 7 sea serpent (tide) sets
  • 3 deathworm sets, 3 troll sets, plus metal silver and metal copper

The bridge reads the armor-renderer registry rather than a hardcoded item list, so datapack-added colours and variants are covered by the same code. It is client-side only, does nothing on a dedicated server, and stands down silently if Epic Fight, Uranus or Ice and Fire is missing. Every failure path falls back to Epic Fight's stock behaviour instead of throwing.


⚠️ Do not put Ice and Fire in CompatLink's armors[]

If you have this in your config/compatlink/mappings/, remove it:

"armors": [ { "target": "iceandfire:*" } ]

Epic Fight looks for a prebuilt assets/<namespace>/animmodels/armor/<item>.json before it consults any model transformer. CompatLink's armors[] generator creates exactly those files — so leaving Ice and Fire in armors[] makes Epic Fight ignore this pack entirely and you are back to the plain vanilla silhouette.

The two features solve the same problem by different routes and cannot both drive the same item:

  CompatLink armors[] This pack's bridge
How rewrites Epic Fight's generic mesh UVs uses the mod's own model geometry
Silhouette vanilla shape real shape (horns, visor, fins)
Scope any mod, data-driven mods rendering armor via Uranus

Keep armors[] for your other mods — just leave iceandfire out of it. If the bridge notices an Ice and Fire armor piece was rendered from a prebuilt mesh instead of from itself, it logs a one-line warning naming the item; search your log for CompatLink/IceAndFire if armor still looks wrong.

Requirements

  • CompatLink 1.1.0+ — required
  • Epic Fight, Ice and Fire: Community Edition, Uranus — optional; the pack idles harmlessly if any is missing

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