Epic Fight Guard Fix

Mixin fixes for Epic Fight's shield/weapon guard system (base GuardSkill, Weapons of Miracles' Perfect Bulwark, and Epic Fight Nightfall's parry) plus unarmed combat and other core bugs.
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guardfix-1.0.48.jar

File nameguardfix-1.0.48.jar
Uploader
epic_loverepic_lover
Uploaded
Aug 28, 2026
Downloads
107
Size
66.8 KB
Mod Loaders
Forge
File ID
8757209
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-guard-fix-1653717:8757209")

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What's new

Tools (pickaxe / shovel / hoe) could no longer open chests or interact with blocks in combat mode (1.0.44)

  • After installing guardfix, holding a pickaxe, shovel, or hoe in Epic Fight combat mode broke right-click interactions — chests, buttons, levers, etc. would no longer open or activate.
  • Cause: Epic Fight auto-assigns a weapon capability to any item whose registry name ends in _pickaxe / _shovel / _hoe / _axe, and guardfix treated "has a weapon capability" as "is a weapon", force-enabling guard for plain digging tools. With guard forced on, Epic Fight's own use/guard key-conflict handling treated the right-click as a guard attempt and canceled the real interaction.
  • Fixed by excluding items ending in _pickaxe, _shovel, or _hoe from guard-forcing. Axes are left in on purpose — battle axes are real weapons and are meant to guard.

Stop the "everything is a running attack" bug (1.0.48)

  • Fixes a long-standing Epic Fight annoyance: sometimes every attack comes out as the weapon's dash / running attack — even standing completely still — usually with a fast FOV zoom-in/out flicker, until you do one real dash attack to "reset" it.
  • Cause: Epic Fight picks the dash attack purely from whether the player is flagged as sprinting, with no check that you're actually moving. Vanilla clears that flag the moment you stop, but movement mods can hold it on while you're idle — most notably ParCool's Fast Run bound to the same key as sprint — so every click becomes a dash attack.
  • New preventStuckDashAttack option (default on): a dash attack now also requires that you genuinely moved in the last fraction of a second. A real running attack is unaffected; a stuck sprint flag while standing still falls back to the normal combo.
  • Server-side and self-contained — it only reads vanilla movement, so it works regardless of which mod causes the stuck flag and needs no dependency on ParCool or anything else. Weapons whose dash comes from their own skill instead of Epic Fight's basic attack (some Epic Fight Nightfall / DevilMineCraft weapons) are untouched.
  • Tuning (ignored unless preventStuckDashAttack is on):
    • dashAttackMoveGraceTicks (default 8) — how long after your last real movement a dash attack is still allowed (20 ticks = 1 second). Raise it if a legit running attack occasionally comes out as a combo on a laggy server.
    • dashAttackMinSpeed (default 0.03) — how much movement per tick counts as "moving". Raise toward ~0.2 to require an actual sprint rather than just a walk.

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