SLM: Epic Fight
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Add utilities to create passive skills, innate skills, and implement events in Skills for Epic Fight; model, registry & sync utilities.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Adds skill trees or abilities for character progression.
Adds extra features or content to an existing mod.
Provides a framework or library for other mods to use.
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⚔️ SLM: Epic Fight
SLM Epic Fight is an variant of "SLM: Combat", it allows you to do the same (and more), but focused on skills and not items.
It add:
- ⚔️ Event-driven combat skills
- 🎬 Animation phase control (anticipation, attack, recovery, AFK)
- 🧠 Player state handling
- ✨ Weapon-based particle shapes and visual effects
- 🧩 Custom hooks and mutators (1.21.1)
🔹 Core Features
- Epic Fight Skill System Extension
Attach modular skills to weapons and entities using EF-specific events. - Animation Phase Hooks
Control behavior during:- Anticipation
- Attack
- Recovery
- AFK states
- Weapon Shape System
Define custom geometric shapes around weapons to:- Emit particles
- Visualize attack ranges
- Create stylized effects
- Mixins & Hooks (Only 1.21.1)
Modify:- Weapon types
- Skill builders
- UI elements
- Animation behavior
- Client + Server Systems
Includes overlays, stamina UI hooks, input handling, and animation rendering.
🔽 More Details (Advanced)
🧠 Epic Fight Integration
It adds a parallel system to add functions to skills, through contracts between events.
Instead of replacing mechanics, it injects new capabilities through:
- Custom event dispatchers (
EFSkillEventDispatcher) - Capability extensions
- Mixins and hooks
- State-driven logic systems
⚙️ Skill Event System (EF)
Just like the base SLM Combat system, but adapted to Epic Fight:
⚔️ Combat Events
OnAttackEntityOnAttackSpeedOnLivingDamageOnIncomingDamageOnKnockBackOnShieldBlockOnUseTotemOnAnimationPhase(EF-specific)
🎬 Animation Phase System
One of the core features:
IAnticipationStateIAttackStateIRecoveryStateIAfkEpicFightState
This allows logic like:
- Trigger effects before an attack lands
- Modify behavior during animation execution
- Apply penalties or buffs after attacks
🧍 Movement & Input
OnMovementInputOnPlayerUseInputOnFallOnBreath
❤️ Status & Effects
OnHealOnMobEffect
🎯 Targeting & AI
OnTargetEntity
💰 Loot & Progression
OnDropsOnExperienceDrop
✨ Weapon Shape System
Located in:
This system allows defining custom shapes around weapons using:
- JSON-based shape definitions
- Mathematical modifiers
- Runtime computation
Uses:
- Particle emission along weapon arcs
- Visual hitboxes
- Stylized combat effects
Core Components:
ShapeComputingSystemShapeEngineFactoryShapeJsonReaderSystemShapeParticleEngine
🔄 Mutators & Hooks (1.21.1)
The mutator system allows alternative registration and modification pipelines:
SkillBuilderHookWeaponTypeHookWeaponCategoryIconHookSkillDropEntityHook
🧩 Player State & Logic System
Custom logic layers:
PatchPlayerStatementClientPatchPlayerStatement
Important!
The contract system works in conjunction with the event system. This system is built upon SL Library's "Conditional Executions," which essentially means it has internal error handling. This prevents errors from propagating, thus avoiding crashes and increasing resilience, or allows them to propagate, causing a crash. This depends on the user's configuration and is typically set to "Resist."
Keep this in mind!
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