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wind_charge boss/minion ability — leaps toward the target and slams down on landing
(no fall damage to the boss itself). This is a fully custom, config-driven mace-style
jump-slam: damage, radius, knockback, launchPower, jumpPower, horizontalSpeed, minRange/maxRange, and an optional fallDamagePerBlock (capped by maxFallBonus) for a
vanilla-flavored fall-scaling bonus — entirely independent of whatever is actually equipped.
A boss can visibly wield a minecraft:mace and still hit for 1 damage here, or the reverse.
See BOSS_CONFIG_DOCS.md for the full param table.
Note on real maces: equipping "minecraft:mace" in equipment.mainHand already gives any
boss/minion the authentic vanilla smash-attack mechanic for free (mobs holding a mace get it
automatically, same as players) — no new code was needed for that. wind_charge is the
separate, tunable alternative; the two can be combined or used independently.
On 1.20.1 (pre-1.21, no mace item or Gust particles), wind_charge behaves identically —
jump/slam/knockback are entirely our own code — with period-appropriate particles/sounds.
Fixed
/boss minion spawn used to reject any minion definition with a non-"custom"baseEntity
("uses a vanilla base entity — spawn it via a boss with summon_minions"), even though the identical
definition worked fine when dropped in the bosses/ folder and spawned with /boss spawn. Vanilla-base
minions can now be spawned directly by command — the same stat/equipment-override logic summon_minions already used is now shared by the command path.
Damage protection (protection maps) is now applied before adaptation tracking records the hit,
so fully-blocked damage is never recorded and partial protection is reflected in what adaptation
actually resists.
Notes
All features are available on every supported version and loader (1.21.11, 1.21.8, 1.21.1, 1.20.1 —
Fabric, NeoForge, Forge).