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How to Make Mobs Guard and Interrupt Their Actions During Fights

Enabling Guard Behavior

Mobs only guard if the mod's guard mechanics are enabled in the configuration. Check the guard section of the config and make sure guard actions are turned on. Once enabled, mobs with sufficient stamina will raise a guard in response to incoming attacks, reducing or blocking damage for a short window. Guarding consumes stamina, so a mob cannot hold a guard indefinitely. This is the core loop you are working with: pressure the guard, drain the stamina, then strike.

Forcing Behavior Interruptions

Behavior interruption is what makes guard mechanics interesting. Certain hits, especially heavy or well-timed ones, can interrupt a mob mid-action, cancelling its guard or attack. To exploit this, attack during the wind-up of a mob's action rather than after it lands. Interrupting a guard resets the mob's defensive stance and often leaves it open. Combine interruptions with stamina drain: each interrupted action still costs the mob stamina, so a chain of well-timed hits will quickly push it into a neutralized state. If interruptions feel too rare, revisit the config and adjust how easily actions can be cancelled. Time-based event handling in the mod also means some interruptions are tied to timing windows, so watch for the moment a mob commits to an action.