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SLM: Epic Fight
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SLM: Epic Fight

by Sleys · on CurseForge

Add utilities to create passive skills, innate skills, and implement events in Skills for Epic Fight; model, registry & sync utilities.

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21.1 · NeoForge⬇ Download for 1.20.1 · Forge
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.

⚔️ 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:


🔹 Core Features

🔽 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

  • OnAttackEntity
  • OnAttackSpeed
  • OnLivingDamage
  • OnIncomingDamage
  • OnKnockBack
  • OnShieldBlock
  • OnUseTotem
  • OnAnimationPhase  (EF-specific)

🎬 Animation Phase System

One of the core features:

  • IAnticipationState
  • IAttackState
  • IRecoveryState
  • IAfkEpicFightState

This allows logic like:

  • Trigger effects before an attack lands
  • Modify behavior during animation execution
  • Apply penalties or buffs after attacks

🧍 Movement & Input

  • OnMovementInput
  • OnPlayerUseInput
  • OnFall
  • OnBreath

❤️ Status & Effects

  • OnHeal
  • OnMobEffect

🎯 Targeting & AI

  • OnTargetEntity

💰 Loot & Progression

  • OnDrops
  • OnExperienceDrop

✨ 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:

  • ShapeComputingSystem
  • ShapeEngineFactory
  • ShapeJsonReaderSystem
  • ShapeParticleEngine

🔄 Mutators & Hooks (1.21.1)

The mutator system allows alternative registration and modification pipelines:

  • SkillBuilderHook
  • WeaponTypeHook
  • WeaponCategoryIconHook
  • SkillDropEntityHook

🧩 Player State & Logic System

Custom logic layers:

  • PatchPlayerStatement
  • ClientPatchPlayerStatement

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!

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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