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TaCZ Tweaks

TaCZ Tweaks is an addon for the Timeless and Classics Zero mod that adds random tweaks and features to enhance my experience with TaCZ.
Requires Kotlin for Forge.

Features

  • Bullets can now break and/or pierce blocks. Fully customizable via data packs.
  • Options to enable compatibility with other mods; currently supports FirstAid and Valkyrien Skies
  • Options to allow: shoot while sprinting, sprint while reloading, reload while shooting.
  • Options to change upper and lower pitch limit while crawling.
    • Additionally, an option to change pitch limits based on the hitbox of the blocks.
  • The Gun Smith Table now has pack filter and search functionality
    • Additionally, recipes will be filtered according to the gun you're currently holding
    • Creative players can now craft items without requiring items
  • A new key config to unloading the gun.
  • A small visual tweak to the animation when transitioning into or out of the crawling state.
  • Option to completely disable TaCZ crawling for better mod compatibility.

Customize Bullet Interactions

Low effort documentation on how to customize bullet interactions using data packs.

Each bullet interactions is a json file located in bullet_interactions directory.
(e.g. data/example/bullet_interactions/example_interaction.json)
The data structure is as follows:

{
  // A list of block IDs or block tags to which this interaction applies
  "blocks": [
    "minecraft:stone",
    "#forge:glass"
  ],
  // A list of gun IDs to which this interaction applies
  "guns": [
    "tacz:m320"
  ],
  // Specifies how blocks break
  "block_break": {
    // The "never" type will never break the block
    "type": "never",

    // The "count" type will break the block after it's been hit a certain number of times
    "type": "count",
    "count": 2,

    // The "fixed_damage" type will apply a fixed amount of damage to the block
    // If "accumulate" is false, the only way to break the block is if the bullet can one-shot it
    // The block's hardness and the gun's armor-piercing stat will be applied
    "type": "fixed_damage",
    "damage": 5,
    "accumulate": true,

    // The "dynamic_damage" type will apply a variable amount of damage to the block, based on the bullet's damage
    // The "modifier" and "multiplier" properties will modify the damage against the block by a certain amount
    // If "accumulate" is false, the only way to break the block is if the bullet can one-shot it
    // The block's hardness and the gun's armor-piercing stat will be applied
    "type": "dynamic_damage",
    "modifier": 0,
    "multiplier": 1.0,
    "accumulate": true
  },
  // Specifies the conditions for when a bullet will pierces through a block
  "pierce": {
    // The "never" type will never pierces the block
    "type": "never",

    // The "count" type will pierces the bullet a fixed number of times
    // The "condition" property defines additional conditions to determine whether to pierce the block
    // The "damage_falloff" and "damage_multiplier" properties will modify the bullet's damage by a certain amount
    // If "require_gun_pierce" is true, the gun's pierce stat will be applied
    "type": "count",
    "condition": "always / on_break",
    "count": 3,
    "damage_falloff": 5,
    "damage_multiplier": 1.0,
    "require_gun_pierce": false,

    // The "damage" type will pierces the bullet as long as it has a damage of more than zero
    // The "condition" property defines additional conditions to determine whether to pierce the block
    // The "damage_falloff" and "damage_multiplier" properties will modify the bullet's damage by a certain amount
    // If "require_gun_pierce" is true, the gun's pierce stat will be applied
    "type": "damage",
    "condition": "always / on_break",
    "damage_falloff": 5,
    "damage_multiplier": 1.0,
    "require_gun_pierce": false
  },
  // Determines whether the block drops as an item when broken
  "drop": false
}

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