Mobs Epicfied
Gives Epic Fight's humanoid mobs (zombies, skeletons, piglins, …) a real, weapon-specific combat AI instead of a generic swing — and fixes the bugs that kept them from using it.
What it does
Per-weapon movesets for fist, greatsword, tachi, longsword, dagger, spear, uchigatana, sword and axe. Every mob uses the moveset of the weapon it is currently holding (re-equipping mid-game, e.g. through Awakened Mobs, now actually switches it).
- 5-hit combos with a 10% chance per hit to swap in a dash or jump (airslash) attack.
- Random combo extension — after the last hit a combo can continue for up to 2 extra slots (dash 20% / airslash 20% / normal hit 60%; normal hits always play in order).
- Combo pause & resume — if you back away mid-combo, the mob remembers its progress, chases you right away, and picks the combo up where it stopped instead of starting over.
- One signature skill per weapon (wind-up/chain/dash variants built from Epic Fight Extra and Epic Fight Nightfall clips), with a shared cooldown and a master on/off switch.
- Dual-wielding mobs: sword, dagger, greatsword and axe duals get their own 5–6 hit combos with a guaranteed dash/airslash finisher and their own skills. (Spear / tachi / longsword duals are blocked from spawning by default — their motions are poor.)
- Per-weapon attack speed — combo, skill and dash/airslash speed are all separate and configurable, for singles and duals.
- Friendly-fire guard — mobs using supported weapons (and optionally any hostile mob) can't hurt each other; same-type-only or any-type, plus custom factions.
- Lighter parries — players take far less knockback (and no heavy parry animation) when guarding/parrying these mobs' attacks (works with Epic Fight Nightfall's parry).
- Defense reactions stay visible — guard / parry / dodge motions (Awakened Mobs) are no longer instantly overwritten by the next attack.
- Stripped skill effects (configurable) for the sword skill, dual sword skill and dual axe skill — motion and hitbox only.
- Piglins only wield gold-tier weapons (optional).
- Fixes a gap in Epic Fight Extra where dagger / sword / axe mobs walked with the default biped animation.
Commands (OP level 2)
/mobs_epicfied dual <weapon> <tier> <entity> [pos] — summon a mob holding the same weapon in both hands.
/mobs_epicfied solo <weapon> <tier> <entity> [pos] — summon a single-weapon mob (also uchigatana).
/mobs_epicfied distances — print the combo/skill distances the AI is using right now.
Command-summoned mobs keep exactly the loadout you asked for (other equip/dual-block rules skip them).
Configuration
Everything lives in config/mobs_epicfied-common.toml (also editable in-game through the Forge config screen) and applies live — no restart: combo/skill distances, combo rest and pause-memory time, skill cooldown, per-weapon attack speeds, per-weapon skill toggles + a top-level master switch, combo extension chances, combo resume distance, spear skill push, parry knockback scale, friendly-fire rules, dual-wield blocking, skill-effect toggles and more.
Requirements
- Minecraft 1.20.1, Forge 47+
- Epic Fight 20.14+
- Epic Fight Extra (
epicfightx) 1.2.1+ — required
- Epic Fight Nightfall (
efn) 3.4.2+ — required
- Optional: efdualwield-expansion (dual greatsword / axe movesets), Awakened Mobs (gives mobs weapons and their guard/parry/dodge reactions; without it this mod has its own simple fallback defense), Combat Evolution.
Notes
- Epic Fight Nightfall's parry skill is supported for the lighter-parry feature; other guard skills use Epic Fight's own (also supported).
- If you use the debug option
[debug] combatLog, expect a lot of log output — it's for diagnosing movesets only.