## [1.1.3]
### Added
- **`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).
Developer information
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