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Mobs Epicfied
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Fixes Epic Fight mobs stuck on old movesets; adds custom per-weapon combos, skills, and configs.
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Mobs Epicfied
Gives Epic Fight's humanoid mobs (zombies and other biped mob patches) real per-weapon combat AI instead of a single generic moveset, and fixes a core Epic Fight bug that leaves some mobs stuck on their spawn-time weapon animation forever.
The bug it fixes
Epic Fight humanoid mobs rebuild their attack AI every time their held item is reported as changed — but the underlying goal-selector call never removes the previous attack goal first. A zombie that spawns holding one weapon and later gets re-equipped with another (e.g. by Awakened Mobs) keeps playing its original moveset forever, even though the correct one (say, a greatsword combo) was queued up and ready. Skeletons happen to dodge this by luck of how they're built; zombies (and other affected mob patches) don't. This mod patches the goal-selector logic so a mob's moveset always matches what it's actually holding.
Custom combat AI
Every one of the following weapon categories gets its own hand-built moveset (animations imported from Epic Fight, Epic Fight Extra, and Epic Fight Nightfall):
- Fist (empty-handed) — a claw-dash opener into a 3-hit combo with a guaranteed dash/air-slash finisher.
- Greatsword, Tachi, Longsword, Dagger, Spear, Uchigatana, Sword, Axe — a 5-hit auto-combo (hit 1 fixed, hits 2–5 each with a chance to substitute a jump or dash attack) plus a unique signature skill.
Each weapon's signature skill is a distinct, high-priority move that always takes over from the regular combo whenever it's off cooldown and the target is in range — things like a draw-and-lunge (uchigatana), a two-zone melee/lunge choice by distance (axe), or a wind-up-into-payoff heavy attack (greatsword). Skills are on their own configurable cooldown, completely independent of the combo's own pacing.
What's configurable
Everything lives in config/mobs_epicfied-common.toml, split into two main sections:
- Distance — per weapon category, how close a target needs to be for the combo to engage and separately for the skill to trigger (axe gets a near/far pair, since its skill has two distance-based variants).
- Attack speed — per weapon category, an independent combo speed and skill speed multiplier. Sword is the one exception: its skill speed is always "combo speed + an offset," so it automatically stays in sync if you retune combo speed later.
Plus global knobs: skill cooldown, combo rest time between cycles, and combo grace period (how long a target can be briefly out of range before the combo gives up and resets).
Fallback defense (optional)
If Awakened Mobs isn't installed, Mobs Epicfied can optionally give mobs their own guard/parry/dodge system (directional defense arc, guard stamina/break, chance tuning — all configurable). If Awakened Mobs is installed, this defers to its system automatically so the two never fight over the same hit.
Other small fixes bundled in
- Piglins can be restricted to gold-tier weapons only, matching their vanilla gold obsession.
- A mob's target-acquisition doesn't get stuck after a successfully blocked/parried/dodged hit.
Dependencies
- Requires: Epic Fight, Epic Fight Extra (
epicfightx), Epic Fight Nightfall (efn) — most weapon movesets and skills pull animations from these; without them, some moves simply won't have an animation to play. - Recommanded: Awakened Mobs — if present, this mod's own fallback guard/parry/dodge stays off and defers to it.
Minecraft 1.20.1, Forge.
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