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概述
这是一个 TaCZ 的附属,它增加了随即调整和功能,必需要 KKF。
功能
通过数据包可以定制任意想穿透的或破环的方块;
增加冲刺开枪、冲刺换弹、射击时装弹;
可更改在爬行时视觉的上限和下限;
可根据方块碰撞箱更改俯仰限制;
可卸载枪支的新密钥配置;
添加在过渡到或退出爬行状态时的视觉调整;
禁用 TaCZ 的爬行。
自定义 Bullet:
每个 bull 都位于 directory 中的 JSON 文件。
结构
{
// 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}