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TaczAttributeAdd

TaczAttributeAdd

by xlxyvergil • Downloads: 0 • Followers: 0
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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):

  1. MAX Mode (Default)
  • Formula: Math.max(base_damage, specific_damage)
  • Selects higher value between base and firearm-specific damage
  1. ADDITIVE Mode
  • Formula: base_damage + specific_damage - 1.0
  • Combines values while preserving base damage
  1. MULTIPLICATIVE Mode
  • Formula: base_damage * specific_damage
  • Multiplies base and firearm-specific damage

Technical Implementation

Core Components

  • PropertyCalculator: Handles all attribute calculations
  • PlayerAttributeHelper: Retrieves player attributes
  • PropertyCacheUpdater: Updates calculated values in attachment cache
  • GunPropertiesInitializer: Dynamically initializes firearm properties
  • AttributeConfig: Manages configuration settings
  • GunTypeContext: 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

  1. Event trigger during firearm attribute processing
  2. Firearm type identification via Tacz API
  3. Context setup in GunTypeContext
  4. Mode-based calculation execution
  5. Cache update with new values
  6. 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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Name Game version Platforms Published Downloads Actions
1.20.1
Forge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.20.1
Forge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.20.1
Forge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Forge
1d ago 1
Optimized context management by using a stack structure to prevent leaks and support nested flows.
Added a client-side magazine capacity fallback that uses the local player for calculation when no context is available.
Optimized context management by using a stack structure to prevent leaks and support nested flows.
Added a client-side magazine capacity fallback that uses the local player for calculation when no context is available.
[1.4.2] TaczAttributeAdd 1.4.2 by xlxyvergil on Oct 18, 2026
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Refactored the attribute system, replacing the old implementation with a stack-based ShooterContext.

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.
Added percentage display format for attributes.
Refactored how generic damage attributes and exclusive attributes are calculated.
[1.4.1] TaczAttributeAdd 1.4.1 by xlxyvergil on Oct 18, 2026
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Refactored how generic damage attributes and exclusive attributes are calculated.
[1.4.0] TaczAttributeAdd 1.4.0 by xlxyvergil on Oct 18, 2026
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add dynamic damage tooltip calculation.
add player attribute based damage bonus display for guns.
add dynamic damage tooltip calculation.
add player attribute based damage bonus display for guns.
[1.3.9] TaczAttributeAdd 1.3.9 by xlxyvergil on Oct 18, 2026
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Fixed the issue where movement speed did not decrease while aiming down sights (ADS) with firearms.
Fixed the issue where movement speed did not decrease while aiming down sights (ADS) with firearms.
[1.3.8] TaczAttributeAdd 1.3.8 by xlxyvergil on Oct 18, 2026
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Add 4 multiplicative overheat attributes: max heat, cooling speed, cooling delay, overheat lock time

Fix potential crash when non-player entities use guns
fix: resolve classloader conflict in mixed-classloading scenarios
[1.3.7] TaczAttributeAdd 1.3.7 by xlxyvergil on Oct 18, 2026
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  • 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
[1.3.6] TaczAttributeAdd 1.3.6 by xlxyvergil on Oct 18, 2026
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Fix issues caused by kjs being incorrectly required as mandatory
[1.3.4] TaczAttributeAdd 1.3.4 by xlxyvergil on Oct 18, 2026
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Added post-calculation KJS event TAAContextEvents.attributePost , allowing scripts to access the shooter entity and modify damage results.
[1.3.2] TaczAttributeAdd 1.3.2 by xlxyvergil on Oct 18, 2026
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Added support for Touhou Little Maid attribute display.​
[1.3.1] TaczAttributeAdd 1.3.1 by xlxyvergil on Oct 18, 2026
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New Features

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.
[1.3.0] TaczAttributeAdd 1.3.0 by xlxyvergil on Oct 18, 2026
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Added customizable critical strike (crit) attribute display with support for specifying attributes via namespaces in the multi-language configuration. Added display support for Gunsmith Lib.
[1.2.2] TaczAttributeAdd 1.2.2 by xlxyvergil on Oct 18, 2026
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New Features

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.
[1.2.1] TaczAttributeAdd 1.2.1 by xlxyvergil on Oct 18, 2026
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Fix the issue where melee attachments are not working
Emergency fix for incorrect display text and font color of reload time.
[1.1.9] TaczAttributeAdd 1.1.9 by xlxyvergil on Oct 18, 2026
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Change the injection point to prevent conflicts with the recoil display of the TaCZ addon. Adjust the movement speed calculation formula to avoid an additional 0.1 increase in player movement speed caused by the default speed. Currently, the gun-holding movement speed and the TAA movement speed are added together. Modify the single bullet detection method to ensure compatibility with the TaCZ 1.1.6 version.
[1.1.8] TaczAttributeAdd 1.1.8 by xlxyvergil on Oct 18, 2026
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Fixed the issue where recoil attachments were not taking effect.
[1.1.7] TaczAttributeAdd 1.1.7 by xlxyvergil on Oct 18, 2026
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I've fixed the recoil anomalies for some firearms.
[1.1.6] TaczAttributeAdd 1.1.6 by xlxyvergil on Oct 18, 2026
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The loading mechanism has been fixed to use multiplication and supports attribute application for all entities.
[1.1.5] TaczAttributeAdd 1.1.5 by xlxyvergil on Oct 18, 2026
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An explosion enable attribute has been added, with a default value of 1. The explosion is activated when the attribute value is greater than 2.

Recoil and inaccuracy have been reverted to multiplicative calculation.
[1.1.4] TaczAttributeAdd 1.1.4 by xlxyvergil on Oct 18, 2026
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Fixed the recoil accessory UI data display and the crosshair animation issue during actual application.
[1.1.3] TaczAttributeAdd 1.1.3 by xlxyvergil on Oct 18, 2026
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Fixed mixin conflict with TaCZ Tweaks.

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.
[1.1.2] TaczAttributeAdd 1.1.2 by xlxyvergil on Oct 18, 2026
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"Fixed an issue where the reload animation was triggered even when there was no ammunition left."​


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