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Epic Fight - Indestructible

Mod

by namelesslk

An Epic Fight addon provide new behavioral options through data pack to enhance monster AI.

Downloads

5,643,797

Type

Mod

CurseForge ID

915201

Last Updated

Apr 9, 2026

Description

Since most people are already using lastest version of EFM, 16.6.5, 18.3.8 and the older version are no longer supportd.

Doesn't work if you just install this mod. you need to write a custom entity datapack.

tutorial(1.18/1.19/1.20)

 

***for latest version(18.5.3+/20.6.1+/19.xxx.xxx+), path of datapack has changed.

e.g.custom_name:data/"modid"/advanced_mobpatch/"entityname".json***

example for reference.

 

 

***It is recommended to only use it on the boss***

 

Feature:

1.Provides richer behavioral options for custom entities: defense, wandering and Customizable animation behavior

2.More attribute options:stamina mechanism, stun shield mechanism and stun mechanism

3.More advanced behavior detection systems

 

 

 

available guard animation:

1. longsword: "indestructible:guard/guard_longsword"

2. sword:"indestructible:guard/guard_sword"

3. greatsword: "indestructible:guard/guard_greatsword"

4. katana: "indestructible:guard/guard_katana"/  "indestructible:guard/guard_uchigatana"

5. spear: "indestructible:guard/guard_spear"

6. dual wield sword: "indestructible:guard/guard_dualsword"

7. yamato: "indestructible:guard/guard_yamato" // if you have installed yamatomoveset

 

 

 Some new behavior predicates:

1. "guard_break":  // {"predicate":"guard_break", "invert": false}

     consider if the target is guard break, set "invert" to true means will only play animation when target is not at guard break

2. "knock_down": // {"predicate":"knock_down", "invert": false}

     consider if the target is knock down, set "invert" to true means will only play animation when target is not knocked down

3. "attack_level": // {"predicate":"attack_level", "min": 1, "max": 1}

     consider the phase of target's attack, free : 0, preDelay : 1, contact : 2, recovery : 3. example above means the preparation stage

4. "stamina": // {"predicate": "stamina", "stamina": 30, "comparator": "greater_ratio"}

     just like the predicate of health, checks the mob's stamina

5. "using_item": // {"predicate":"using_item", "edible": true}

     check whether the target is using item, set "edible" to true to limit items to food or potions

6. "phase": // {"predicate":"phase", "min": 1, "max": 1}

     check custom phase set by behavior motion

 

 

Credit:
praise_suffering(for his idea)

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