File Details
TwilightForestEfCompat.1.0.9
- R
- Jun 19, 2026
- 963.98 KB
- 275
- 1.20.1
- Forge
File Name
TwilightForestEfCompat.1.0.9.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Major adjustments and fixes
* Added stricter offhand enforcement for Greatswords, ranged weapons, and Battlescepters.
* Offhand items are automatically moved into the player inventory when a locked weapon is equipped.
* Offhand items are safely dropped if the inventory is full.
* Added broader two-handed detection for Epic Fight and compatible modded weapons using item IDs, weapon categories, and two-handed capability tags.
* Fixed one-handed weapon exceptions so daggers and Enderblasters can still use offhand items.
* Prevented heavy weapons such as Greatswords, longswords, spears, tachis, katanas, scythes, bows, crossbows, and Battlescepters from being equipped in the offhand.
## Bow Balance And Proc Updates
* Vanilla bow left-click autos are now 30% slower than Twilight Forest bow autos.
* Tri-Bow left-click autos are now 20% slower than Twilight Forest bow autos.
* Seeker Bow base damage was normalized to match the Ender Bow baseline.
* Seeker Bow proc now only rolls from combo-finisher arrows.
* Seeker Bow proc chance is 15%.
* Successful Seeker Bow procs:
* Apply spectral/glowing to the target.
* Deal 3x damage.
* Apply 1 block of knockback.
* Consume the arrow instead of allowing it to bounce back.
* Play stronger slash, critical-hit, and visual effects.
* Ender Bow armor-pierce proc now:
* Rolls at 15% on eligible combo-finisher arrows.
* Uses bypass-armor damage.
* Deals 150% damage.
* Consumes the arrow.
* Uses enhanced hit particles and critical-hit feedback.
* Double Arrow phantom arrows now deal 50% damage.
* Low-draw bow shots now deal 30% damage.
## Innate Skill HUD
* HUD visibility now checks the currently equipped main-hand weapon instead of only the Knightmetal Greatsword.
* HUD automatically hides when:
* No innate skill is available.
* Empty hands are equipped.
* Non-weapons are equipped.
* Wooden-tier placeholder weapons are equipped.
* Weapons without visible innate skills are equipped.
## Battlescepter Naming And Presentation
* Renamed:
* Scepter of Twilight → Battlescepter of Twilight
* Scepter of Life Draining → Battlescepter of Life Draining
* Zombie Scepter → Zombie Battlescepter
* Scepter of Fortification → Battlescepter of Fortification
* Standardized naming to use `Battlescepter`.
* Cleaned up Battlescepter tooltips.
* Removed unwanted vanilla attack-speed tooltip entries.
* Improved Arcane Durability display formatting.
## Battlescepter Equip Rules
* Battlescepters are now main-hand exclusive weapons.
* Battlescepters can no longer be equipped in the offhand.
* Equipping a Battlescepter locks the offhand slot.
* Existing offhand items are moved into inventory or safely dropped.
* Scepter combat mode sustain remains active while equipped.
## Battlescepter Beam And Spell Mechanics
* Battlescepter beams now consume 40% of maximum charge.
* Battlescepter beams now use a 5-second cooldown.
* Arcane Efficiency reduces beam charge cost by 3% per level:
* Level I: 37%
* Level II: 34%
* Level III: 31%
* Beam damage:
* Battlescepter of Twilight: 20
* Zombie Battlescepter: 15
* Battlescepter of Life Draining: 15
* Battlescepter of Fortification: 15
* Added unique colored beam-hit effects for each Battlescepter.
* Beam attacks now apply stronger Epic Fight hit properties, including:
* Innate
* Guard Puncture
* Bypass Dodge
## Battlescepter Charge Restoration
* Charge restoration is now percentage-based and animation-driven.
* Auto Attack 1 restores 2%.
* Auto Attack 2 restores 2%.
* Dash Attack restores 2%.
* Jump Attack restores 2%.
* Auto Attack 3 Finisher restores 4%.
* Duplicate restoration triggers from the same animation are prevented.
* Added internal fractional charge tracking.
* Zombie Battlescepter and Battlescepter of Fortification now preserve partial charge progress correctly.
* Twilight and Life Draining Battlescepters continue using their 99-charge capacity correctly.
## Battlescepter Enchantments
### Soul Reservoir
* Adds +1% charge restoration per level to all charge-restoring melee attacks.
* Soul Reservoir III increases:
* Normal attacks to 5%.
* Finisher attacks to 7%.
### Mana Bloom
* Applies only to Auto Attack 3 Finishers.
* Adds +3% finisher restoration per level.
* Mana Bloom II adds +6%.
### Arcane Efficiency
* Reduces beam charge consumption by 3% per level.
### Balance Target
With Soul Reservoir III and Mana Bloom II:
* Auto Attack 1: 5%
* Auto Attack 2: 5%
* Dash Attack: 5%
* Jump Attack: 5%
* Finisher: 13%
* Full combo: 33% charge restoration
## Zombie Battlescepter
* Restored right-click zombie summoning.
* Loyal zombies are capped at 3 active summons per caster.
* Summoning beyond the cap removes the oldest loyal zombie.
* Loyal zombies:
* 30 Health
* 1 bypass-armor damage
* 12% poison chance
* Poison deals 1 damage per second for 3 seconds
* Attack speed set to 0.7
* Loyal zombies are protected from allied and caster friendly fire.
* Loyal zombies are immune to drowning, lava, and lava-caused fire.
* Loyal zombies despawn when the Zombie Battlescepter is unequipped.
* Loyal zombie drops and experience are suppressed.
* Loyal zombie death message spam is suppressed.
## Battlescepter Of Fortification
* Right-click grants 3 shields to the caster for 3 seconds.
* Beam support grants 3 shields for 6 seconds to:
* Caster
* Pets
* Tamed animals
* Allied players
* Party members
* Loyal zombies
* Supported entities within 5 blocks
* Shields do not stack.
* New shields replace existing Fortification shields.
* Each shield absorbs one valid damage instance.
* Fortification shields are removed when the Battlescepter is unequipped.
* Added shield synchronization for supported non-player entities.
## Friendly Protection
* Added protected-group logic for:
* Caster
* Allies
* Pets
* Tamed animals
* Summoned companions
* Loyal zombies
* Protected entities cannot:
* Damage each other
* Apply knockback
* Apply launch effects
* Friendly combat reactions are suppressed.
* Friendly tipped arrows may apply potion effects but deal no base damage or knockback.
* Thrown potions continue to behave normally.
* Friendly entities are excluded from Battlescepter beam targeting.
## Knightmetal Greatsword
* Knightmetal Sword naming remains corrected to Knightmetal Greatsword.
* Greatsword model overrides remain aligned with the Greatsword role.
* Innate HUD handling now uses the shared main-hand innate skill system.
* Existing Knightmetal Greatsword special animation tracking was preserved.
* Greatsword dash handling retains Knightmetal-specific cooldown protection.

