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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-1.0.72.jar

File nameguardfix-1.0.72.jar
Uploader
epic_loverepic_lover
Uploaded
Oct 10, 2026
Downloads
157
Size
92.4 KB
Mod Loaders
Forge
File ID
9123860
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-guard-fix-1653717:9123860")

Learn more about Curse Maven

What's new

guardfix 1.0.69 – 1.0.72

All of this is client-side and optional. Each fix applies only if the mod it targets is installed, and none of it changes guard, parry or shield behaviour.

Fixed

  • Greatsword idle pose lost after attacks and skills (Epic Fight Extra). After attacking or using a skill with any epicfight:greatsword weapon, the character went back to the plain biped/living/idle instead of the greatsword's two-hand idle. The right pose only returned once you walked, ran or jumped.

    • Cause: Extra's greatsword hold pose is a SelectiveAnimation that plays an arms-only layer over the default idle. When the attack ends, Epic Fight starts the hold pose correctly. About two ticks later, the pose's own check starts it a second time while it is still blending in. That leaves nothing queued next, so Layer.update() switches the layer off.
    • Fix: guardfix now catches that moment and restarts the hold pose instead of letting the layer switch off.
    • Safety net (1.0.69): if the pose is still off once you are back in ordinary living motion, it is replayed. It never acts during dodges, sprint animations, skills or hit reactions.
    • Scope: other Extra holds (one-hand, dual-wield, etc.) are plain animations and were not affected.
  • Super Golem walks with an idle↔walk flicker (Epic Fight – Super Golem). The golem's walk/idle switch used a single high threshold (walkAnimation.speed() > 0.2), compared with Epic Fight's own iron golem at 0.01. The smoothed speed drops under it whenever the golem pauses for a few ticks (path recalculation, goal switch). Every flip started a new blend, which looked like flicker.

    • Fix: a golem that is already walking now only returns to idle below a much lower stop speed (default 0.03).
    • Unchanged: starting to walk still needs the mod's own 0.2.

New config options (guardfix-common.toml)

  • restoreCompositeHoldAfterAction (default true): the greatsword hold-pose fixes above.
  • superGolemWalkHysteresis (default true): turns the Super Golem fix on or off.
  • superGolemWalkStopSpeed (default 0.03, range 0–0.2): the walk→idle threshold. Raise it if a golem keeps walking in place after stopping. Lower it if it still flickers.
  • animatorTraceLogging (default false): a diagnostic switch, see below.

For bug reports

  • animatorTraceLogging writes guardfix-animtrace.log in the instance folder (local player only, no effect on behaviour). It logs every animation layer switch-off and replay with the calling code, plus state snapshots. Turn it on, reproduce once, turn it off, and attach the file.

Notes

  • The fixes only apply when Epic Fight Extra or Super Golem is installed, so they do nothing otherwise.
  • Existing config files keep their current values. New defaults only appear in newly generated files, so add or edit the keys by hand if you want them.

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