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Epic Fight:BK's Mob Attack Patterns

provides mobs with elden ring moves

Epic Fight:BK's  Mob Attack Patterns

==============================

WHAT THIS MOD DOES
-------------------
Lets you assign any mob to a specific Epic Fight movesets archtypes. In the config
file you write a line like:

    minecraft:pillager = soldier 80, brave_soldier 10, moon_knight 10

...naming the mob and which moveset(s) it can spawn with, each with a
percentage/share of how often it rolls that one. The mob then fights using attack animations, footwork, and combos --
instead of the default combat AI.

HOW TO USE IT
-------------
1. Open config(bks_mobs.toml) and, under [presets], write one line per mob:

       <mob id> = <moveset> <share>, <moveset> <share>, ...

   A moveset written with no number is worth 1 share. Shares don't need to
   add up to 100 -- "soldier 80, brave_soldier 10, moon_knight 10" and
   "soldier 8, brave_soldier 1, moon_knight 1" mean the same odds.

2. Save and restart.

The mod already ships with some mobs assigned by default (vindicators,
pillagers, piglins, husks, wither skeletons) -- edit or clear those lines
to assign your own.

Optional mods:
- Epic Fight: BK's Armaments -- if installed, you would gain access to movesets of Boss weapons though weapon skill.
- Epic Fight Poise addon -- if installed, combat becames far more immersive.


==================================================================
THE MOVESETS -- DECISION TREES
==================================================================

Below is the full combat logic behind every moveset: what a mob considers
at each range, how often it picks each option, and the rules that shape
the order things come out in.

HOW TO READ THESE TREES
------------------------
- RANGE is the distance in blocks to the target. Each moveset splits it
  into BANDS; bands overlap slightly on purpose, and inside an overlap the
  mob flips a coin between the two bands' tables.

- Some movesets (Knight, Moon Knight) roll in two steps: first a TIER by
  the tier's own odds, then an OPTION inside that tier by the option's own
  odds. A move's real frequency is (tier chance) x (its share of the
  tier). Other movesets (Soldier, Brave Soldier, Wallaxeman) have just one
  tier, so the percentages shown ARE the real odds.

- An arrow ( -> ) is a SCRIPTED sequence: once picked, it plays straight
  through in that order, no further rolls until it is done.

- "Circling" and "walking" END the current combo -- picking one is how a
  string of attacks stops.

- Cooldowns are per move (or per named group) and run independently.

- If an option gets filtered out by an order rule or its own cooldown, its
  share is handed to whatever is LEFT in its tier (the rest re-balance to
  fill the gap). This matters: a heavily-gated move can end up far rarer
  than its written number if the gate blocks it most of the time.

- Past a moveset's listed max range, the mob stops rolling entirely and
  just closes the distance on foot.


-----------------------------------------------------------------
KNIGHT (default: vindicator)
-----------------------------------------------------------------
Fixed tier odds at EVERY band: Very High 55% / High 25% / Medium 15% / Small 5%

BAND: Small quarters (0 - 2 blocks)
  Very High (55%)
    30% -> Auto chain (1-2 swings, alternating)
    10% -> Stomp                                    [cooldown 8s]
    60% -> Circle 0.75s                             [cooldown 4s]
  High (25%)
    40% -> Poke
    30% -> Downward Strike -> Heavy                 [cooldown 10s]
    30% -> Crucible -> Rush                         [cooldown 10s]
  Medium (15%)
    20% -> Heavy                                    [cooldown 10s]
    30% -> Downward Strike                          [cooldown 10s]
    30% -> Crucible                                 [cooldown 10s]
    20% -> Rush                                     [cooldown 10s]

BAND: Medium distance (1.9 - 4.5 blocks)
  Very High (55%)
    50% -> Circle 0.75s                             [cooldown 4s]
    50% -> Auto chain (1-2 swings)
  High (25%)
    40% -> Poke
    20% -> Circle 3s                                [cooldown 10s]
    15% -> Downward Strike -> Heavy                 [cooldown 10s]
    15% -> Rush                                     [cooldown 4s]
    10% -> Crucible -> Rush                         [cooldown 10s]
  Medium (15%)
    50% -> Heavy                                    [cooldown 10s]
    50% -> Stomp                                    [cooldown 8s]
  Small (5%)
    50% -> Dash                                     [cooldown 4s]
    50% -> Heavy Dash                               [cooldown 4s]

BAND: Long distance (4.4 - 5.5 blocks)
  Very High (55%)
    50% -> Auto chain (1-2 swings)
    50% -> Circle 0.75s                             [cooldown 4s]
  High (25%)
    30% -> Heavy Dash                               [cooldown 6s]
    30% -> Dash                                     [cooldown 6s]
    20% -> Impaling Thrust                          [cooldown 10s]
    20% -> Circle 1.5s                              [cooldown 10s]
  Medium (15%)
    100% -> Rush                                    [cooldown 4s]
  Small (5%)
    100% -> Crucible -> Rush                        [cooldown 10s]

BAND: Very long distance (5.4 - 7 blocks) -- one flat tier, always answers
    30% -> Dash                                     [cooldown 4s]
    20% -> Heavy Dash                               [cooldown 4s]
    20% -> Impaling Thrust                          [cooldown 10s]
    40% -> Walk toward target, 0.5s

REACTION TO BEING HIT (close/medium range only):
    70% Ignore
    15% Stomp                                       [cooldown 8s]
    5%  Crucible                                    [cooldown 10s]
    10% Crucible -> Rush                            [cooldown 10s]

ORDER RULES:
  - Auto chains may follow anything, including another auto chain (a
    forced breather circle caps a run at about 6 swings).
  - Dash never follows Auto2. Heavy never follows Auto2 or Dash.
  - Poke almost never follows Auto1 (only 1 roll in 10 lets it through).
  - Rush never follows Rush.

-----------------------------------------------------------------
SOLDIER (default: pillager, piglin)
-----------------------------------------------------------------
One flat tier per band -- the percentages below are the real odds.
No reaction table: he does not answer being hit with anything scripted.

BAND: Small quarters (0 - 2 blocks)
    30% -> Auto1
    20% -> Auto2
    10% -> Auto3
    5%  -> Poke
    5%  -> Downward Strike
    30% -> Circle 0.75s

BAND: Medium distance (1.5 - 4.5 blocks)
    30% -> Auto1
    20% -> Auto2
    15% -> Auto3
    10% -> Downward Strike
    5%  -> Heavy Dash
    15% -> Circle 0.75s
    5%  -> Poke

BAND: Long distance (3 - 5.5 blocks)
    80% -> Circle 1.5s
    10% -> Heavy Dash
    10% -> Poke

ORDER RULES:
  - The same auto never plays twice in a row.
  - Auto1 additionally stays locked out for 2 seconds after itself or
    Auto3 -- the pause that stops him leading with the same swing every
    time.
  - Poke ends the string outright (no follow-up roll); everything else
    keeps the combo going.

FOOTWORK: holds orbit at 3-4 blocks; only corrects course once outside a
2.5-4.5 band. Roughly a third of soldiers also carry a crossbow, drawing
it at range and switching to melee close up (set in the config, not the
tree).


-----------------------------------------------------------------
BRAVE SOLDIER (default: husk)
-----------------------------------------------------------------
One flat tier per band.

BAND: Small quarters (0 - 2 blocks)
    20% -> Auto1
    10% -> Auto2 -> Auto3
    5%  -> Auto2
    10% -> Stomp                                    [cooldown 12s]
    40% -> Circle 0.75s
    5%  -> Downward Strike
    5%  -> Downward Strike -> Heavy
    5%  -> Heavy

BAND: Medium distance (1.9 - 4.5 blocks)
    20% -> Auto1
    15% -> Auto2 -> Auto3
    10% -> Auto2
    5%  -> Stomp                                    [cooldown 12s]
    30% -> Circle 0.75s
    5%  -> Downward Strike
    5%  -> Downward Strike -> Heavy
    5%  -> Heavy
    5%  -> Dash

BAND: Long distance (4.4 - 7 blocks)
    20% -> Dash
    80% -> Circle 0.75s

REACTION TO BEING HIT (within 4.5 blocks):
    85% Ignore
    15% Stomp                                       [cooldown 12s]

ORDER RULES:
  - Auto1 opens a string; it stays locked out for 2 seconds after itself
    or Auto3.
  - Auto2 never plays twice in a row. (Auto3 is only ever reached as the
    back half of "Auto2 -> Auto3" -- it is never rolled on its own.)

FOOTWORK: holds orbit at 3-4 blocks; only corrects course once outside a
2.5-4.5 band. Circling takes 30-40% of every roll at every range -- he
reads as wary rather than relentless.


-----------------------------------------------------------------
MOON KNIGHT (default: rare pillager roll)
-----------------------------------------------------------------
A powerstanced dual-wielder. Her bands use their own tier splits (not the
Knight's fixed 55/25/15/5), and two of her tiers share the same "phrase
book" of combo options.

PHRASE BOOK (shared by the Close and Mid bands' second tier):
    15% -> Upward Cross -> Cross Down                       [cooldown 3s]
    10% -> Right Cross -> Cross Down                        [cooldown 3s]
    5%  -> Left Upward Slash -> Right Cross -> Cross Down   [cooldown 3s]
    10% -> Flurry                                           [cooldown 3s]
    10% -> Basic Slash -> Spin                              [cooldown 3s]
    10% -> Preult -> Demise                                 [cooldown 3s]
    10% -> Preult                                           [cooldown 3s]
    5%  -> Left Upward Slash -> Right Cross -> Preult        [cooldown 3s]
    10% -> Backstep                                         [cooldown 4s]
    10% -> Heavy                                            [cooldown 3s]

BAND: Point blank (0 - 1.5 blocks)
  Tier "High chance" (80%)
    20% -> Dash-right step -> Dash-right slash              [cooldown 4s]
    20% -> Dash-left step -> Dash-left stab                 [cooldown 4s]
    15% -> Circle 0.75s                                     [cooldown 4s]
    30% -> Backstep                                         [cooldown 4s]
  Tier "Phrase book" (20%) -- see above

BAND: Mid range (1.4 - 5 blocks)
  Tier "Dash-heavy" (70%)
    35% -> Dash-right step -> Dash-right slash              [cooldown 4s]
    35% -> Dash-left step -> Dash-left stab                 [cooldown 4s]
    15% -> Circle 0.75s                                     [cooldown 4s]
  Tier "Phrase book" (30%) -- see above

BAND: Far (4.9 - 7 blocks) -- one flat tier, always answers
    20% -> Dash-right step -> Dash-right slash              [cooldown 4s]
    20% -> Dash-left step -> Dash-left stab                 [cooldown 4s]
    30% -> Circle 0.75s

No reaction table -- being hit does not interrupt her.

ORDER RULES:
  - Right Cross only follows the Dash-right slash or the Left Upward
    Slash.
  - Cross Down only follows Right Cross or Upward Cross.
  - A dash never follows the OPPOSITE dash's finisher within 2 seconds
    (right after left-stab, or left after right-slash).
  - A rolled Circle never follows either dash finisher (the forced
    breather circle below is the one exception).
  - A dash-step flows straight into its paired strike with no room to
    change your mind -- they are written as one sequence.

BREATHER: after a 2-piece combo, 50% chance she is forced into a
2-second circle; after 3 or more pieces, always. Circling itself never
counts toward the piece total.


FOOTWORK: holds orbit at 3-5 blocks (the widest of any moveset); only
corrects course once outside a 1.5-6.5 band.


-----------------------------------------------------------------
WALLAXEMAN (default: wither skeleton)
-----------------------------------------------------------------
The simplest tree in the mod -- no order rules at all, because his two
attack "options" are already fully scripted strings; there is nothing
looser left to gate.

BAND: Small quarters (0 - 2.5 blocks) -- a flat hand, every option equal
    20% -> Circle 0.75s
    20% -> Auto1 -> Auto2 -> Auto1
    20% -> Auto2 -> Auto1
    20% -> Dash
    20% -> Jump Heavy

BAND: Medium distance (2.4 - 4 blocks) -- identical flat hand
    20% -> Circle 0.75s
    20% -> Auto1 -> Auto2 -> Auto1
    20% -> Auto2 -> Auto1
    20% -> Dash
    20% -> Jump Heavy

BAND: Long distance (3.9 - 6.5 blocks)
    60% -> Circle 0.75s
    20% -> Jump Heavy
    20% -> Dash

No order rules, no reaction table, no cooldowns anywhere in his tree.

BREATHER: after just a 2-piece combo he is ALWAYS forced into a circle --
a piece earlier than every other moveset.

NOTES:
  - Every move he plays carries light grit -- brief stun immunity and
    (with the poise addon) bonus poise and hyper-armor -- for as long as
    the clip runs.

FOOTWORK: holds orbit at 3-4 blocks; only corrects course once outside a
2.5-4.5 band.

The Epic Fight:BK's Mob Attack Patterns Team

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