TAA Mod - Tacz Attribute Enhancement Mod
Attribute System
Damage Attributes
- Universal Firearm Damage:
taa:bullet_gundamage- Base damage bonus for all firearms
Firearm-Specific Damage Attributes
- Pistol:
taa:bullet_gundamage_pistol- Pistol-specific damage bonus - Rifle:
taa:bullet_gundamage_rifle- Rifle-specific damage bonus - Shotgun:
taa:bullet_gundamage_shotgun- Shotgun-specific damage bonus - Sniper Rifle:
taa:bullet_gundamage_sniper- Sniper rifle-specific damage bonus - SMG:
taa:bullet_gundamage_smg- Submachine gun-specific damage bonus - LMG:
taa:bullet_gundamage_lmg- Light machine gun-specific damage bonus - Launcher:
taa:bullet_gundamage_launcher- Launcher-specific damage bonus (e.g., RPGs)
Core Firearm Attributes (20 Total)
- ADS Time:
taa:ads_time- Aim speed bonus (lower = faster) - Ammo Speed:
taa:ammo_speed- Bullet velocity bonus - Armor Penetration:
taa:armor_ignore- Armor penetration capability - Effective Range:
taa:effective_range- Maximum effective shooting distance - Mobility Penalty:
taa:move_speed- Firearm movement speed reduction - Headshot Multiplier:
taa:headshot_multiplier- Headshot damage multiplier - Knockback:
taa:knockback- Bullet knockback force - Penetration Count:
taa:pierce- Bullet entity penetration count - Firing Rate:
taa:rounds_per_minute- Rounds per minute rate - Recoil:
taa:recoil- Firearm recoil reduction - Inaccuracy:
taa:inaccuracy- Bullet spread reduction (lower = better) - Weight:
taa:weight- Firearm weight reduction (lower = better) - Magazine Capacity:
taa:magazine_capacity- Magazine size bonus - Reload Time:
taa:reload_time- Reload speed bonus - Melee Damage:
taa:melee_damage- Melee attack power bonus - Melee Range:
taa:melee_distance- Melee attack range bonus - Bullet Count:
taa:bullet_count- Projectiles per shot bonus
Special Effects
- Silencing:
taa:silence- Silencing effectiveness (<1.0 activates passive silencing) - Ignite:
taa:ignitefire- Bullet fire ignition chance
Explosive System
- Explosion Radius:
taa:explosion_radius- Blast radius bonus - Explosion Damage:
taa:explosion_damage- Blast damage bonus - Explosion Knockback:
taa:explosion_knockbacknew- Blast knockback - Block Destruction:
taa:explosion_destroy_blocknew- Block destruction capability - Explosion Delay:
taa:explosion_delay- Blast delay time
Accessory Modifier System
- Melee Damage:
melee_damage- Melee attack damage - Melee Range:
melee_distance- Melee effective range - Magazine Capacity:
magazine_capacity- Magazine capacity - Reload Time:
reload_time- Reload time - Bullet Count:
bullet_count- Projectiles per shot
Attribute Value Specifications
- Base Value: 1.0 (100% effect)
- Bonus Values:
- Example: 0.5 = 50% increase (final multiplier = 1.0 + 0.5 = 1.5x)
- 1.0 = 100% increase (no additional effect)
- Boolean Attributes: 0.0 = false, 1.0 = true
- Passive Activation: Attributes like silencing automatically trigger conditions (<1.0)
Damage Calculation Modes
Configurable Modes (via taa-attributes.toml):
- MAX Mode (Default)
- Formula:
Math.max(base_damage, specific_damage) - Selects higher value between base and firearm-specific damage
- ADDITIVE Mode
- Formula:
base_damage + specific_damage - 1.0 - Combines values while preserving base damage
- MULTIPLICATIVE Mode
- Formula:
base_damage * specific_damage - Multiplies base and firearm-specific damage
Technical Implementation
Core Components
PropertyCalculator: Handles all attribute calculationsPlayerAttributeHelper: Retrieves player attributesPropertyCacheUpdater: Updates calculated values in attachment cacheGunPropertiesInitializer: Dynamically initializes firearm propertiesAttributeConfig: Manages configuration settingsGunTypeContext: Tracks current firearm type context
Client/Server Architecture
-
Client Safety:
-
UI methods annotated with
@OnlyIn(Dist.CLIENT) -
Client-side mixins configured in
taa.mixins.json -
No server-side client code execution
-
Data Consistency:
-
Modifiers fully compatible with TACZ accessory system
-
Calculations performed server-side
-
Attribute updates via standard
AttachmentPropertyManager
Calculation Workflow
- Event trigger during firearm attribute processing
- Firearm type identification via Tacz API
- Context setup in
GunTypeContext - Mode-based calculation execution
- Cache update with new values
- TACZ system applies final attributes
Compatibility & Configuration
Accessory System
- 5 new modifier types compatible with TACZ accessories:
- Melee damage
- Melee range
- Magazine capacity
- Reload time
- Bullet count
- Standardized implementation for cross-mod compatibility
All Versions
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Added a client-side magazine capacity fallback that uses the local player for calculation when no context is available.
Added a client-side magazine capacity fallback that uses the local player for calculation when no context is available.
Removed legacy melee-related Mixins and Modifiers; added attribute-based melee handling.
Refactored ShooterContext into a stack structure, supporting nested calls.
Added multiple Mixins to handle melee damage, range, reload time, heat, and other attributes.
Unified magazine capacity calculation logic, using player attributes for correction.
Adjusted animation speed scaler to use reload time attributes instead of the old implementation.
add player attribute based damage bonus display for guns.
add player attribute based damage bonus display for guns.
- Fix HUD ammo count display inconsistency with Z panel
- Change bullet count rounding from ceil to round
- Refactor magazine capacity calculation logic
- Integrate compatibility handling for GunsmithLib, KuvaLich and KubeJS
KubeJS Attribute Display Event System: Support for customizing firearm attribute panel display values via KubeJS scripts.
Server Config Synchronization: Automatically syncs server configurations to clients.
Added integration support for the KuvaLich mod, providing enhanced weapon stat adjustments and display.
Improved the weapon stats chart with additional attributes such as fire rate, damage, and blast radius.
Maintenance
Updated version to 1.2.2.
Code structure optimization and cleanup.
Recoil and inaccuracy have been reverted to multiplicative calculation.
Fixed the display issue with the recoil attribute in the accessory panel, fixed the incorrect magazine display in the Tooltip, and changed the calculation method for recoil, ads_time, and inaccuracy to division.