1) Get the summon command for your fighter and put it into [party_spawnprops] file
    - Note: You can use "mcstacker.net" to make some things easier.
    * make sure it follows the format of the other fighters in that file
    - Comment: It's easy to make fighters with mobs that can use the /swing command (skeletons, zombies, mannequins)
               and a pain when it comes to those that cannot. I couldn't get the Creaking and Warden working...

2) Give it a fighter_id in [fighter_tagid] file
    * has to be at least 1
    - Note: please make sure fighters don't share the same fighter_id

3) Create a folder in [fighter_list] folder for that fighter
    * you can copy & paste the [fighter_template] file to start
    * make sure you rename it to fighter_placeholder (placeholder: your mob's name)

4) Add its stats to [fighter_setstats] folder
    * edit mob speed, cooldowns of abilities, etc (make sure ult = 100)
    * if you want to change the mob's AI pathfinding, refer to the top of the file
    * make sure it follows the format of the other fighters in that file
    * Notable Tags List:
    -> [fighter_naturejuggernaut] Reduces cooldown of fighter's basic attack when taking damage.
    -> [fighter_naturerush] If enemy is far away, the fighter gains movement SPD.
    -> [fighter_naturepassive] If enemy is far away, the fighter reduces their ability cooldowns.
    -> [fighter_naturerage] Reduces all cooldowns when the fighter is below 50% HP.
    -> [fighter_naturetank] Reduces the duration of stuns by half. When exiting stun, gain strength.
    * you can add more natures in [fighting_tick] file.

5) Work on your fighter in [fighter_placeholder] file (placeholder: your mob's name)
    * make sure EVERYTHING related to your fighter has the fighter_placeholder tag. (placeholder: your mob's name)
    + OPTIONAL: set up its fighter intro in [intro_a] file. If not set, your fighter will use [intro_walk] file as their default intro.
    + OPTIONAL: you can add your fighter's kit info in [fighter_viewkit] file
    * Notable Tags List:
    -> [mini_fighter] Targets the main fighter(s).
    -> [mini_villagebrawler] Targets any fighter (minions & main fighter)
    -> [mini_villagebrawl] Targets everything related to this minigame (for system to clear it upon reset)
    * Note: You can refer to other fighters and copy/paste their abilites if you need. I usually do that too.

6) run reset command (or click the reset button) and you're done. (/reload to update datapack to use new changes)
    * you can also use this to playtest/debug your fighter. if any issues arrive, use the reset command again.
    * reset command: /function minigames:mini_villagebrawler/fighter_reset


A) Optional Resource Packs:
    - Fresh Animations: Allows mobs to have better animations...even if it's just a little.
    - Fresh Moves (w/o eyes): Same as Fresh Animations but for mannequin mobs.
B) Optional Mods:
    - Flashback: For recording fights better. Sometimes the fight's too fast for spectator mode to keep up.
    + /tp @p -47.215 18.0 -0.5 90 0 (this is the tp coords for viewing the meter bars on flashback)
    - Axiom Mod: We're only using this to easily create block/item displays for some abilities. (you can also use https://block-display.com/ instead)
C) Other Details/Issues:
    - This map + datapack was completed in version 26.2
    - Pretty sure /posteffect should be a thing now, so you can replace the current meter bars with that if possible (idk how to do it)
    - Don't do the reset command when a fighter's intro is running. It won't break the game, but it'll stall the game for a bit.
    - have fun with this map! thanks.