CompatLink - Epic Fight Weapons Compat
🟡 Updated this year⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 0.6% endorsement rate
- 🏆 #174 of 331 forge mods in this game by downloads
📋 About This Mod
CompatLink Give ANY modded weapon Epic Fight movesets — no coding, just JSON. Epic Fight only knows vanilla weapons out of the box. CompatLink lets you connect any modded weapon to an Epic Fight moveset by dropping a small JSON file in your config folder. Claymores swing like greatswords, katanas draw like uchigatana, spears thrust like spears — for any mod, in minutes. Available for Forge 1.20.1 (Epic Fight 20.14.17+) and NeoForge 1.21.1 (Epic Fight 21.13+) Any item, any Epic Fight moveset — including weapon types from other Epic Fight addon mods, not just the built-in ones Swing trails, combat-stat tuning, and (experimental) mob movesets — all from the same JSON 100% data-driven: no code, no datapack knowledge required for basic use Safe by design: broken mapping files are skipped with a log message — never a crash Loads fine without Epic Fight installed (mappings just wait until it's there) For players & modpack makers: 30-second setup Install CompatLink (plus Epic Fight). Open config/compatlink/mappings/ — CompatLink creates it with an example on first run. Create mymappings.json: { "format": 1, "backend": "epicfight", "weapons": } Start the game (or run /reload). Done — the log prints CompatLink: N entity mappings, M weapon mappings applied. Wildcards (somemod:*) and priorities (higher wins; exact id beats wildcard on ties) let you map whole mods in one line and override single items afterwards. Available weapon presets include epicfight:sword, epicfight:greatsword, epicfight:longsword, epicfight:uchigatana, epicfight:tachi, epicfight:spear, epicfight:dagger, epicfight:axe, epicfight:bow and any weapon type added by Epic Fight datapacks. Use movesets from other Epic Fight addons A preset is just an Epic Fight weapon-type id, so you're not limited to the built-in ones — you can borrow movesets registered by other Epic Fight addon mods. Any item can take any moveset: { "format": 1, "backend": "epicfight", "weapons": } Here a plain golden apple picks up the full attack animations of the wom:ender_blaster weapon type from another addon. Whatever weapon types are registered in your modpack — Epic Fight's own or ones added by other mods — are all valid presets. Tune weapon stats with params Each weapon mapping can also tune Epic Fight combat attributes — same meaning as Epic Fight's own datapack attributes.common, no datapack needed: { "target": "simplyswords:iron_claymore", "preset": "epicfight:greatsword", "params": { "impact": 8.0, "max_strikes": 6, "damage_bonus": 2.0 } } impact — stagger/knockback strength (decimal) armor_negation — % of armor ignored (decimal) damage_bonus — extra damage in battle mode (decimal) speed_bonus — attack speed bonus (decimal) max_strikes — max targets hit per swing (integer) Unknown keys or malformed numbers are warned about in the log and ignored — the weapon still gets its moveset. Weapon trails Mapped weapons automatically inherit their weapon type's Epic Fight swing trail — no extra setup. Want a custom one? Add a trail object to the mapping (Epic Fight item_skins schema): { "target": "simplyswords:runic_katana", "preset": "epicfight:uchigatana", "trail": { "color": , "begin_pos": , "end_pos": , "lifetime": 4, "interpolations": 6, "texture_path": "epicfight:textures/particle/swing_trail.png", "particle_type": "epicfight:swing_trail" } } Trail too big on a small item? Turn it off for that one weapon with "trail": "none" (or false). To disable automatic trails entirely — so only weapons with an explicit trail object get one — set "auto_trails": false in config/compatlink/settings.json. Trails from config mappings show from game start; wildcard/datapack mapping trails apply after a resource reload (F3+T). Trails defined by Epic Fight itself or other mods always take priority over CompatLink's generated ones. For pack/mod authors: ship mappings as a datapack Put mapping files at data/<your_namespace>/compatlink/mappings/*.json in any datapack or mod jar. They participate in /reload and merge with config-folder mappings under the same priority rules. Ready-made packs: CompatLink: Simply Swords (all 122 weapons mapped) — see the project page sidebar. Entity mapping (EXPERIMENTAL) You can also give mobs Epic Fight combat AI/animations with an entities array. This is an experimental feature for advanced pack authors: { "format": 1, "backend": "epicfight", "entities": [ { "target": "illagerinvasion:basher", "preset": "minecraft:vindicator" }, { "target": "illagerinvasion:necromancer", "preset": "minecraft:evoker" }
Give ANY modded weapon Epic Fight movesets — no coding, just JSON.
Epic Fight only knows vanilla weapons out of the box. CompatLink lets you connect any modded weapon to an Epic Fight moveset by dropping a small JSON file in your config folder. Claymores swing like greatswords, katanas draw like uchigatana, spears thrust like spears — for any mod, in minutes.
Available for Forge 1. 20. 1 (Epic Fight 20. 14. 17+) and NeoForge 1. 21. 1 (Epic Fight 21. 13+) Any item, any Epic Fight moveset — including weapon types from other Epic Fight addon mods, not just the built-in ones Swing trails, combat-stat tuning, and (experimental) mob movesets — all from the same JSON 100% data-driven: no code, no datapack knowledge required for basic use Safe by design: broken mapping files are skipped with a log message — never a crash Loads fine without Epic Fight installed (mappings just wait until it's there) For players & modpack makers: 30-second setup Install CompatLink (plus Epic Fight). Open config/compatlink/mappings/ — CompatLink creates it with an example on first run. Create mymappings.json: { "format": 1, "backend": "epicfight", "weapons": [ { "target": "simplyswords:iron_claymore", "preset": "epicfight:greatsword" }, { "target": "cataclysm:the_incinerator", "preset": "epicfight:greatsword" }, { "target": "somemod:_katana", "preset": "epicfight:uchigatana" } ] }
Start the game (or run /reload). Done — the log prints CompatLink: N entity mappings, M weapon mappings applied.
Wildcards (somemod:) and priorities (higher wins; exact id beats wildcard on ties) let you map whole mods in one line and override single items afterwards.
Available weapon presets include epicfight:sword, epicfight:greatsword, epicfight:longsword, epicfight:uchigatana, epicfight:tachi, epicfight:spear, epicfight:dagger, epicfight:axe, epicfight:bow and any weapon type added by Epic Fight datapacks.
Use movesets from other Epic Fight addons
A preset is just an Epic Fight weapon-type id, so you're not limited to the built-in ones — you can borrow movesets registered by other Epic Fight addon mods. Any item can take any moveset:
{ "format": 1, "backend": "epicfight", "weapons": [ { "target": "minecraft:golden_apple", "preset": "wom:ender_blaster" } ] }
Here a plain golden apple picks up the full attack animations of the wom:ender_blaster weapon type from another addon. Whatever weapon types are registered in your modpack — Epic Fight's own or ones added by other mods — are all valid presets.
Tune weapon stats with params
Each weapon mapping can also tune Epic Fight combat attributes — same meaning as Epic Fight's own datapack attributes.common, no datapack needed:
{ "target": "simplyswords:iron_claymore", "preset": "epicfight:greatsword", "params": { "impact": 8. 0, "max_strikes": 6, "damage_bonus": 2. 0 } }
impact — stagger/knockback strength (decimal) armor_negation — % of armor ignored (decimal) damage_bonus — extra damage in battle mode (decimal) speed_bonus — attack speed bonus (decimal) max_strikes — max targets hit per swing (integer)
Unknown keys or malformed numbers are warned about in the log and ignored — the weapon still gets its moveset.
Weapon trails
Mapped weapons automatically inherit their weapon type's Epic Fight swing trail — no extra setup. Want a custom one? Add a trail object to the mapping (Epic Fight item_skins schema):
{ "target": "simplyswords:runic_katana", "preset": "epicfight:uchigatana", "trail": { "color": , "begin_pos": , "end_pos": , "lifetime": 4, "interpolations": 6, "texture_path": "epicfight:textures/particle/swing_trail.png", "particle_type": "epicfight:swing_trail" } }
Trail too big on a small item? Turn it off for that one weapon with "trail": "none" (or false). To disable automatic trails entirely — so only weapons with an explicit trail object get one — set "auto_trails": false in config/compatlink/settings.json.
Trails from config mappings show from game start; wildcard/datapack mapping trails apply after a resource reload (F3+T). Trails defined by Epic Fight itself or other mods always take priority over CompatLink's generated ones.
For pack/mod authors: ship mappings as a datapack
Put mapping files at data/
Entity mapping (EXPERIMENTAL)
You can also give mobs Epic Fight combat AI/animations with an entities array. This is an experimental feature for advanced pack authors:
{ "format": 1, "backend": "epicfight", "entities": [ { "target": "illagerinvasion:basher", "preset": "minecraft:vindicator" }, { "target": "illagerinvasion:necromancer", "preset": "minecraft:evoker" }
📊 Mod Details
- Game
- Minecraft Mods
- Author
- qkakak011
- Version
- 1.1.2
- Downloads
- 526
- Endorsements
- 3
- Category
- forge
- Created
- 7/20/2026
- Updated
- 7/18/2026
- Game Versions
- 1.21.1
- Tags
- library
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❓ Frequently Asked Questions
Which Minecraft Mods versions does CompatLink - Epic Fight Weapons Compat support?
The author lists 1.21.1. Other versions may work but are untested by the author.
What is the latest version of CompatLink - Epic Fight Weapons Compat?
Version 1.1.2, published 2026-07-18 with 526 downloads recorded at the source.
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