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Epic Fight × Twilight Forest Compat

Epic Fight × Twilight Forest Compat is a compatibility add-on that bridges combat mechanics between the Epic Fight Mod and the Twilight Forest Mod, focusing heavily on modernized weapon combat and move-set integration.
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TwilightForestEFCompat-1.1.6-1.20.1-Forge

File nameTwilightForestEFCompat-1.1.6.jar
Uploaded
Aug 27, 2026
Downloads
847
Size
1.6 MB
Mod Loaders
Forge
File ID
8745297
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:epic-fight-twilight-forest-compat-1555371:8745297")

Learn more about Curse Maven

What's new

## Added Bokken Technique Weapon Rework

- Rebuilt the Epic Fight Bokken as a dedicated main-hand technical/control weapon with an intended effective base damage of 3.0.
- Added a four-hit Bokken combo, a launcher dash, and a circling jump attack with Bokken-sized right-hand colliders, deliberate anticipation, and punishable recovery.
- Added the Bokken-specific Off Balance effect with three stacks, a three-second starting duration, one-second extensions from additional qualifying hits, and a five-second maximum episode.
- Added a full-stack ready cue and an empowered fourth-combo cash-out. Consuming three Off Balance stacks deals 250% damage, applies a hard stagger to eligible targets, and plays dedicated critical visual and sound feedback.
- Added light stagger to both accepted hits of the Bokken's second combo and a normal short stagger to its unempowered fourth hit.
- Added weight-aware reactions: lighter targets receive stronger launch/stagger control, while heavy mobs and bosses retain launch and hard-stagger resistance.
- Added guaranteed shield disable when the Bokken jump attack directly connects with an actively blocking target.
- Made the Bokken main-hand-only. Shields remain supported in the offhand; other offhand items are returned safely to inventory while the Bokken is equipped.

### Mushin Innate Skill

- Added Mushin, a Bokken-exclusive timing counter with a 0.5-second parry stance and 20-second Survival cooldown.
- A successful parry intercepts an eligible physical attack, damages and staggers the attacker, repositions the player behind the target when safe, and automatically chains punishment attacks
- Two punishment attacks each deal 250% damage and use dedicated critical-hit feedback.
- Successful counters grant visible Resistance II and Epic Fight stun immunity through the committed punish sequence. The initial waiting stance remains vulnerable and timing-based.
- Mushin cannot begin while the player is already attacking, dodging, using an item, knocked down, or otherwise committed to an active Epic Fight action.
- Added full-color and unavailable-state Mushin HUD icons plus an Off Balance status icon.

### Crossbow Firework Ammunition

- Added firework rockets as normal-charge crossbow ammunition.
- A direct firework hit drags its target in the projectile direction before detonation: 3 blocks for Flight I, 5 blocks for Flight II, and 7 blocks for Flight III.
- Crossbow fireworks use an entity-only blast with TNT-sized reach and 50% of TNT damage. They do not destroy blocks.
- Crossbow firework lifetime is controlled by the crossbow projectile system rather than the rocket's vanilla Flight duration.

### Combat and Equipment Feedback

- Added exact, player-facing descriptions to every custom enchantment book, including compatible equipment and green numerical values for the selected enchantment level.
- Added visible stun-immunity status feedback during protected dash and jump attack windows.
- Added weapon-colored trails to Ironwood and Steeleaf Swords.
- Added/Changed custom full-color and unavailable-state innate icons for Mushin, Infernal Call, Ruin Slam, Axe Barrage, and Mortis Sarabande.
- Added sword-swing harvesting for planted bamboo and sugar cane when an active sword collider reaches the plant.
- Added a universal brief interruption reaction to light melee hits from one-handed swords, dual swords, unarmed/gloves, V-kicks, and Peacock Feather Fans.

## Updated

### Greatswords and Giant Weapons

- Greatsword poise now allows one incoming hit during each committed weapon attack; the second hit can interrupt that attack.
- Greatsword dash and jump attacks receive stun immunity only during their active committed portions. Anticipation and recovery remain punishable.
- Universal dash/jump protection follows the same active-window rule rather than protecting startup or recovery.
- Giant Sword and Giant Pickaxe combo-memory now works with supported dodge/movement interruptions, including Ironwood Sword and Gesetz pairings where applicable.
- Giant weapon combo swings now use dedicated heavy pacing closer to their dash, jump, and innate timing instead of excessively slow generic playback.

### Gloves and Unarmed Combat

- Dual gloves now receive a fourth combo attack: a second Shoryuken that rises 0.5 block higher than the first, launches eligible targets up to 4 blocks, and always triggers the fiery burst/burn behavior.
- The first Shoryuken remains committed until the player returns to the ground so rapid combo input cannot cut off its launch animation.
- Single-glove hand selection and mirrored colliders now follow the actually equipped hand, while the Relentless innate remains available only with two gloves.
- Empty-hand and non-weapon loadouts now select the correct unarmed hand without leaking old weapon innate skills.
- Peacock Feather Fan wind utility is available to a single fan only from the main hand; dual-fan wind behavior remains tied to the dedicated Dual PFF moveset.

### Kicks and Light Melee

- Refined the third V-kick link so its second strike receives enough committed animation time before the next combo input can continue it.
- Preserved V-kick insertion into eligible melee combos and the existing ranged exclusions.

### Crossbows and Bows

- Increased crossbow firing and reload animation speed by approximately 10% without changing the established charge tiers.
- Twilight Forest bows can now accept Infinity, while the normal Infinity/Mending incompatibility remains enforced.
- Reworked the shared Mortis Echo/Double Arrow requirement so compatible bow arrow damage fills the innate meter instead of requiring direct melee damage.
- Mortis Echo charging now supports Tri-Bow, Ice Bow, Ender Bow, Seeker Bow, and P1nero's Mortis Bow while preserving each Twilight Forest bow's existing unique effects.
- Corrected Double Arrow output to double only real/core arrows: Ender, Ice, and Seeker Bow combos fire 4/4/6 arrows; Tri-Bow combos fire 6/6/8 because its two fixed phantom companions do not duplicate.

### Battlescepters and Innate Tooltips

- Fortification right-click shields now last 7 seconds; Fortification innate-beam shields last 12 seconds.
- Ward Pulse adds two real shield-hit instances per level while retaining the established three-shield visual cap.
- Expanded Shift tooltips now show the innate skill panel rather than repeating weapon name, equipment category, attack damage, or attack speed.
- Standardized requirement/cooldown titles such as `Mushin[20]`, `Infernal Call[20]`, `Ruin Slam[25]`, Giant Pickaxe `Ruin Slam[100]`, and `Axe Barrage[100]`.
- Creative mode keeps custom innate skills ready without removing Survival requirements or cooldown behavior.

### Special Pickaxes

- Ruin Slam now uses the equipped pickaxe model and pickaxe-sized collider instead of inheriting the borrowed source weapon's model/collider behavior.
- Standard special-pickaxe Ruin Slam mines a 3x3 area one block deep beneath the impact.
- Giant Pickaxe Ruin Slam mines a 5x5 area two blocks deep and preserves Giant Cobblestone/Giant Obsidian reward behavior.
- Special-pickaxe dash and jump attacks now have a 25% chance to mine 1-3 random valid blocks from a 3x3x1 area beneath the move while retaining each pickaxe's unique mining traits.

## Fixed

### Damage Enchantments and Dual Wielding

- Restored actual combat damage from Sharpness, Smite, and Bane of Arthropods on affected vanilla and modded weapons whose custom balancing previously replaced the enchanted result.
- Kept target-specific Smite and Bane bonuses limited to their valid mob types.
- Dual-wield damage now averages compatible enchantment bonuses from both equipped weapons together with their base damage.
- Applied enchantment-aware averaging to dual swords, dual axes, their combo/dash/jump attacks, Mortis Sarabande, Axe Barrage, dual gloves, and Dual Peacock Feather Fans.
- Fixed active-hand animation swaps causing dual-wield damage to depend on only one equipped weapon.
- Fixed Minotaur Axe health balancing from stripping valid enchantment bonuses.

### Skills, Shields, and Projectiles

- Fixed Ward Pulse shield instances so the hidden extra charges are consumed correctly even though only three shield models are rendered.
- Fixed Mortis Sarabande charge resetting when the player takes damage. Charge now persists through incoming hits and resets when the relevant main-hand weapon is changed or removed.
- Fixed crossbow fireworks failing to acquire direct targets, drag them, or detonate after contact.
- Fixed replaced/generated arrows losing the Mortis Echo eligibility marker before damage was credited.
- Fixed Tri-Bow phantom arrows inheriting Double Arrow and multiplying the full projectile set to 12.

### UI and Compatibility

- Fixed custom innate icons not switching correctly between ready and unavailable states.
- Fixed cropped innate artwork by preserving transparent icon margins and full-logo bounds.
- Fixed duplicate or unrelated item information appearing in expanded custom innate tooltips.

 

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