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Strike After Swing

Delays mob melee damage until the attack swing animation finishes.
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StrikeAfterSwing 1.0.4 - neoforge 1.21.1

File nameStrikeAfterSwing-neoforge-1.21.1-1.0.4.jar
Uploader
MerrySnowMerrySnow
Uploaded
Oct 30, 2026
Downloads
13
Size
24.1 KB
Mod Loaders
NeoForge
File ID
9367782
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:strike-after-swing-1592394:9367782"

Learn more about Curse Maven

What's new

New

  • config/strikeafterswing/limits.json sets a floor for the final swing duration, so fast mobs can no longer attack faster than players can react to: {"minWindupTicks": 12} The value is in ticks (20 = 1 second) and defaults to 0, which means "no floor" - an absent file changes nothing, exactly like 1.0.3.
  • The floor applies to the final duration (after the windup attribute and the windup.json multiplier), so it only raises short swings. A mob that already swings slowly (Mining Fatigue, and on 26.1.2 the held item's swing animation) keeps its own timing: this is a lower bound, not a replacement.
  • The swing animation and the hit timing are driven by the same value, so the animation really does get longer instead of the damage merely arriving late - the dodge/parry window grows as requested.
  • Per-mob control keeps working and is layered underneath: the strikeafterswing:attack_windup attribute and the windup.json multipliers still apply, and other mods or datapacks can keep raising individual mobs with attribute modifiers.
  • Hot-reloaded like the other config files (a couple of seconds), and deleting the file turns the floor off again. An invalid value (not a number, negative, NaN) is ignored with a log warning and the floor falls back to 0.

Compatibility

  • Same nine builds as 1.0.3: Forge 1.16.5 / 1.18.2 / 1.19.2 / 1.20.1, Fabric 1.20.1 / 1.21.1 / 26.1.2, NeoForge 1.21.1 / 26.1.2.
  • No config change is required when updating: a missing limits.json, or minWindupTicks 0, keeps 1.0.3 behaviour exactly.
  • Blacklisted mobs and player swings ignore the floor.

Verified

  • All nine targets build with their own JDK and pass the full behaviour suite (12 scenarios on a live dedicated server), including the new minimum scenario with a 200 tick floor: a vanilla 6 tick husk lands its first hit at 200-223 ticks, a zombie whose x0.01 entry computes a fraction of a tick at 220-240, and a husk at maximum Mining Fatigue keeps its 518-558 tick swing.

This mod has no additional files