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Balanced Epic Fight

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Balanced Epic Fight

By NeoJadenOwner

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Makes some Epic Fight combat features more balanced

Mod Loaders
Minecraft

About

Description

Balanced Epic Fight

Minecraft Forge Version License


What does this mod do?

  • Makes some Epic Fight combat features more balanced.

Features

1. No more hit trading

Mobs can no longer perform infinite attack loops. There is now a cooldown after their final basic attack. This cooldown duration dynamically increases based on the surrounding mob count and decreases based on the mob's maximum health.

How it works:

  • Base Cooldown: 2.0 seconds.
  • Crowd Penalty: The cooldown increases by 0.4 seconds for each additional mob around the player (starting from the 2nd mob). The maximum cooldown time is hard-capped at 5.0 seconds.
  • Elite Adjustment: The cooldown decreases by 0.01 seconds for every 1 point of max HP. This gives high-tier enemies like Endermen and Iron Golems shorter cooldowns, keeping them aggressive while standard mobs retain a normal cooldown.
Before After
cooldown-before.gif cooldown-after.gif

2. Crowd combat

Stamina cost is significantly decreased when the player is surrounded by a herd of mobs.

How it works:

  • Dynamic Cost: The stamina cost for all actions is automatically scaled using the formula: Base Stamina / Mob Count.
  • Minimum Cost Cap: To prevent infinite skill spamming and maintain game balance, the maximum stamina cost reduction is capped at 20% (you will never consume less than 20% of the original stamina cost, regardless of how many mobs are attacking you).
Status Demo
Before stamina-before.gif
After stamina-after.gif

Configuration (Datapack)

Download Template Datapack Here

stamina_cost.json

Controls how much stamina is reduced when facing multiple enemies.

  • algorithm: Accepts either "inverse" or "linear".
    • Inverse: Calculates the cost using the formula Base Stamina / Mob Count.
    • Linear: Reduces stamina by a flat percentage for each additional mob (starting from the 2nd mob). Formula: Base Stamina * (1 - (Mob Count - 1) * reductionPerMob).
  • reductionPerMob: The percentage of stamina cost reduced per mob (e.g., 0.15 for 15%). Note: This property is only used when the algorithm is set to linear.
  • maxMobCount: The maximum number of mobs that will affect the calculation.
  • excludedMobs: A list of entity IDs (e.g., ["minecraft:enderman"]) to ignore during the calculation.

attack_cooldown.json

Controls the cooldown duration of mob attacks.

  • baseCooldownTicks: The default cooldown duration in ticks.
  • maxCooldownTicks: The maximum possible cooldown in ticks.
  • tickIncreasePerMob: Ticks added to the cooldown per surrounding mob.
  • tickDecreasePerHealth: Ticks subtracted from the cooldown per 1 point of max health.
  • excludedMobs: A list of entity IDs to ignore when counting surrounding mobs.

Requirements


License

This project is licensed under GPL-3.0.

Balanced Epic Fight

Minecraft Forge Version License


What does this mod do?

  • Makes some Epic Fight combat features more balanced.

Features

1. No more hit trading

Mobs can no longer perform infinite attack loops. There is now a cooldown after their final basic attack. This cooldown duration dynamically increases based on the surrounding mob count and decreases based on the mob's maximum health.

How it works:

  • Base Cooldown: 2.0 seconds.
  • Crowd Penalty: The cooldown increases by 0.4 seconds for each additional mob around the player (starting from the 2nd mob). The maximum cooldown time is hard-capped at 5.0 seconds.
  • Elite Adjustment: The cooldown decreases by 0.01 seconds for every 1 point of max HP. This gives high-tier enemies like Endermen and Iron Golems shorter cooldowns, keeping them aggressive while standard mobs retain a normal cooldown.
Before After
cooldown-before.gif cooldown-after.gif

2. Crowd combat

Stamina cost is significantly decreased when the player is surrounded by a herd of mobs.

How it works:

  • Dynamic Cost: The stamina cost for all actions is automatically scaled using the formula: Base Stamina / Mob Count.
  • Minimum Cost Cap: To prevent infinite skill spamming and maintain game balance, the maximum stamina cost reduction is capped at 20% (you will never consume less than 20% of the original stamina cost, regardless of how many mobs are attacking you).
Status Demo
Before stamina-before.gif
After stamina-after.gif

Configuration (Datapack)

Download Template Datapack Here

stamina_cost.json

Controls how much stamina is reduced when facing multiple enemies.

  • algorithm: Accepts either "inverse" or "linear".
    • Inverse: Calculates the cost using the formula Base Stamina / Mob Count.
    • Linear: Reduces stamina by a flat percentage for each additional mob (starting from the 2nd mob). Formula: Base Stamina * (1 - (Mob Count - 1) * reductionPerMob).
    • reductionPerMob: The percentage of stamina cost reduced per mob (e.g., 0.15 for 15%). Note: This property is only used when the algorithm is set to linear.
    • maxMobCount: The maximum number of mobs that will affect the calculation.
    • excludedMobs: A list of entity IDs (e.g., ["minecraft:enderman"]) to ignore during the calculation.

attack_cooldown.json

Controls the cooldown duration of mob attacks.

  • baseCooldownTicks: The default cooldown duration in ticks.
  • maxCooldownTicks: The maximum possible cooldown in ticks.
  • tickIncreasePerMob: Ticks added to the cooldown per surrounding mob.
  • tickDecreasePerHealth: Ticks subtracted from the cooldown per 1 point of max health.
  • excludedMobs: A list of entity IDs to ignore when counting surrounding mobs.

Requirements


License

This project is licensed under GPL-3.0.