TwilightForestEFCompat-1.1.4-WOMexpFix
Curse Maven Snippet
What's new
- Added runtime detection for Weapons of Miracles Expansion (`womplus`).
- Identified that WOM Plus overrides selected original `wom:*` weapon items through `womplus:*` capability presets rather than registering separate item IDs.
- Exempted only the six WOM Plus-overridden weapons from or mod's original-WOM offhand restriction while WOM Plus is loaded:
- `wom:diamond_greataxe`
- `wom:golden_greataxe`
- `wom:iron_greataxe`
- `wom:netherite_greataxe`
- `wom:evil_tachi`
- `wom:hollow_longsword`
- Preserved the existing dual-equip restrictions for all other original WOM weapons.
- Kept the compatibility optional; WOM Plus is not required to run TwilightForestEFCompat.
- Added our mod's combo-memory behavior to WOM Plus's `greataxe`, `evil_tachi`, and `hollow_longsword` capability presets.
- WOM Plus combo attacks can now continue from their previous stage after a brief pause or supported dodge/mobility interruption.
- Registered the compatibility decorator at the lowest event priority so WOM Plus first builds its complete native weapon capability.
- Preserved WOM Plus's original animations, styles, colliders, damage behavior, innate skills, and dual-wield rules.
Small Fix -Battlescepter Crosshair and Camera Cleanup
- Fixed the custom bow/crossbow crosshair remaining visible after switching from a Twilight Forest bow, vanilla bow, or loaded crossbow to a TF Battlescepter.
- Battlescepters now explicitly suppress the ranged crosshair overlay.
- Cleared stale manual-ranged-view state when a Battlescepter becomes the active main-hand item.
- Kept the existing crosshair behavior unchanged for bows and loaded crossbows.
-Fixed the player remaining offset to the side after switching from a manually aimed ranged weapon to a Battlescepter.
- Removed the ranged zoom/camera state inherited by Battlescepters from WOM's Ender Blaster capability preset.
- All Battlescepters now explicitly use Epic Fight's `NONE` zoom state.
- Preserved Battlescepter combat animations, beam attacks, innate skills, HUD behavior, and gameplay attributes.
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