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Mobs Epicfied

Fixes Epic Fight mobs stuck on old movesets; adds custom per-weapon combos, skills, and configs.
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mobs_epicfied-1.0.3.jar

File namemobs_epicfied-1.0.3.jar
Uploader
epic_loverepic_lover
Uploaded
Oct 10, 2026
Downloads
6
Size
108.9 KB
Mod Loaders
Forge
File ID
9116765
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mobs-epicfied-1693939:9116765")

Learn more about Curse Maven

What's new

1.0.3

New

  • Dual-wielding mobs: dual sword, dual dagger, dual greatsword and dual axe movesets (5–6 hit combos, guaranteed dash/airslash finisher, own skills, own speeds). Dual spear / tachi / longsword are blocked from spawning by default ([dualWield] blockedCategories).
  • Random combo extension (up to 2 extra slots; [comboExtension]).
  • Combo pause & resume with an immediate chase while paused ([comboResume], comboGraceSeconds).
  • Commands: /mobs_epicfied dual, /mobs_epicfied solo (incl. uchigatana), /mobs_epicfied distances.
  • Lighter guard/parry knockback against these mobs, including Epic Fight Nightfall's parry ([guard] mobKnockbackScale).
  • Separate dashAirslash speed per weapon; attack-speed config for every dual loadout.
  • Spear skill forward push ([skills] spearSkillPush); skill-effect toggles ([skillEffects]).
  • Top-level enableSkills master switch (moved out of [skills]).
  • Friendly-fire guard now also covers unsupported mobs (enderman, spider, ...), projectiles, and custom factions.
  • Verification logging ([debug] combatLog) and a 60 s stats line.

Changed

  • Epic Fight Extra (epicfightx 1.2.1+) and Epic Fight Nightfall (efn 3.4.2+) are now required dependencies.
  • Skills: solo greatsword = ng_great_dash → nf_tachi_dash chain; tachi = shadow_rush; dual dagger = nf_claw_auto1; dual greatsword = exsiliumgladius_aa → aab; sword / dual sword / dual axe skills have their VFX stripped (dual axe keeps its sounds).
  • Every distance, the combo rest time and all attack speeds are now read live (previously baked at startup). Fist hits 2+ now follow distance.fist.combo; where skill and combo distance are equal the skill range gets +0.1.
  • The combo rest now starts after the final hit's animation actually ends.
  • Default values retuned (skill cooldown 35 s, combo rest 5 s, attack speeds, distances, ...).

Fixed

  • Combos restarting from hit 1 after a few hits (Epic Fight re-initialised the attack AI on every held-item update and wiped combo state).
  • Attack-speed settings having no effect on many animations (Epic Fight Extra / Nightfall clips pinned mobs to speed 1.0).
  • Dual airslash jump not lifting the mob; paused combos waiting for the full animation before chasing; mobs chasing while facing backwards after a cut-off clip.
  • Guard / parry / dodge motions being overwritten by the next attack.
  • Config comments / keys that claimed to need a restart.

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