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:
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It adds a parallel system to add functions to skills, through contracts between events.
Instead of replacing mechanics, it injects new capabilities through:
EFSkillEventDispatcher)Just like the base SLM Combat system, but adapted to Epic Fight:
OnAttackEntityOnAttackSpeedOnLivingDamageOnIncomingDamageOnKnockBackOnShieldBlockOnUseTotemOnAnimationPhase (EF-specific)One of the core features:
IAnticipationStateIAttackStateIRecoveryStateIAfkEpicFightStateThis allows logic like:
OnMovementInputOnPlayerUseInputOnFallOnBreathOnHealOnMobEffectOnTargetEntityOnDropsOnExperienceDropLocated in:
This system allows defining custom shapes around weapons using:
ShapeComputingSystemShapeEngineFactoryShapeJsonReaderSystemShapeParticleEngineThe mutator system allows alternative registration and modification pipelines:
SkillBuilderHookWeaponTypeHookWeaponCategoryIconHookSkillDropEntityHookCustom logic layers:
PatchPlayerStatementClientPatchPlayerStatement
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!