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Cataclysm epicfight stun compat
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This mod applies Epic Fight hit stun to targets hit by L_Ender's Cataclysm boss attacks, along with several additional quality-of-life and combat features.
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Description
Cataclysm Epic Fight Stun Compat
Overview
This mod applies Epic Fight hit stun to targets hit by L_Ender's Cataclysm boss attacks. It also includes several additional quality-of-life and combat features.
This mod adds compatibility between Epic Fight, Epic Fight Global Stun, and L_Ender's Cataclysm, allowing Cataclysm bosses to properly trigger Epic Fight stun mechanics.
Why This Mod Was Created
Actually, most of this mod's features can be replicated using just the configuration options in Epic Fight Global Stun. However, I created this dedicated mod because while some of Cataclysm's bosses integrate exceptionally well with Epic Fight, others do not. Due to various technical limitations and inconveniences, I built this separate mod to provide tailored bug fixes and new features. Since I cannot do overly advanced things like adding new behaviors or animations to bosses, this is the best I can do.
Requirements
- Epic Fight (Required)
- L_Ender's Cataclysm (Required)
- Epic Fight Global Stun (Highly Recommended)
- Note: The game will not crash without Global Stun, but player stuns and related features will not function.
Features
- Boss Stun Integration
- Cataclysm bosses' attacks will now cause stuns for Epic Fight users. Each attack can be individually configured.
- Maledictus Grab Fix
- Fixes an issue where players with Epic Fight patches applied would duplicate (ghosting/cloning) when grabbed by Maledictus.
- Disable Guard While Grabbed
- Prevents players from guarding while being grabbed (ridden) by hostile mobs.
- Underwater Step Dodge
- Allows step-type dodge skills to be executed even while underwater.
- Block Protection
- Option to prevent The Leviathan and The Harbinger from destroying blocks.
- Stun Effect Action Lock
- While the stun effect is active, players enter a rigid animation and are unable to perform any actions.
- Leviathan Nerf
- Since The Leviathan is an underwater boss and doesn't mesh well with Epic Fight, its combat has been adjusted:
- Converts instant-telegraph tentacle attacks into tail swipe attacks.
- Shortens the detonation time for Abyss Orbs.
- Changes the dash attack so it no longer tracks the player, charging straight in the direction faced during the telegraph instead.
- Since The Leviathan is an underwater boss and doesn't mesh well with Epic Fight, its combat has been adjusted:
- Harbinger Nerf
- The Harbinger is designed for a vanilla combat style and doesn't mesh well with Epic Fight, so the following adjustments have been made:
- Lowers flight altitude so that player melee attacks can reach it.
- Reduces the tracking speed of the Death Laser (though it is still hard to dodge; hide behind walls or boost movement speed to deal with it).
- Significantly increases the firing intervals for beams and missiles.
- The Harbinger is designed for a vanilla combat style and doesn't mesh well with Epic Fight, so the following adjustments have been made:
Almost all features can be customized via the configuration file.
Config
[ignis]
melee_attack = true
fire_ball = true
[scylla]
melee_attack = true
ceraunus = true
wave = true
projectile = true
[maledictus]
melee_attack = true
projectile_attack = true
phantom_halberd = false
[leviathan]
nerf = true
melee_attack = true
abyssal_blast = true
abyss_orb = true
[harbinger]
nerf = true
melee_attack = true
projectile = true
death_laser = true
[netherite_monstorosity]
melee_attack = true
projectile = true
[ancient_remnant]
melee_attack = true
sandstorm = true
projectile = true
[ender_guardian]
melee_attack = true
void_rune = true
ets = true
[stun_effect]
# Unable to act while the Stun effect is active.
unable_to_act_while_stunned = true
[ets]
# Prevents The Leviathan and The Harbinger from destroying blocks.
block_protection = true
# Disable guard while being grabbed.
disable_guard_while_grabbed = true
# Allow step-type dodge skills to be executed while underwater.
allow_underwater_step = true
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