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Моды/Vantage Tacz Compat

Vantage Tacz Compat

A TaCZ addon that inflicts body-part-specific wounds on gunshots — head trauma, bleeding, fractures — with a painkiller system to suppress symptoms. Built for Vantage: Zero.

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Все версииVantage Tacz Compat 2.0.0

Vantage Tacz Compat 2.0.0

Beta14.07.2026

Список изменений

2.0.0 Beta

Weight System

  • Added inventory weight system: main inventory (slots 0-35) and offhand (×1.5) count toward total weight, capped at weightMax (default 200 KG)
  • Armor slots do NOT count toward inventory weight — armor slowdown is handled by a separate system
  • Three-tier status based on effective thresholds (config + Weight Limit Boost bonus):
    • Below heavyThreshold (default 80 KG): normal
    • heavyThreshold ~ overloadThreshold (default 150 KG): Encumbrance — light speed penalty (0~6%)
    • Above overloadThreshold: Overloaded — heavy speed penalty (8~20%) + jump height reduction
  • Overloaded jump reduction: Y-momentum cut by overloadJumpReduction (default 0.5 = 50% less height), scaled higher as weight increases
  • New effects: encumbrance (HARMFUL), overloaded (HARMFUL), weight_limit_boost (BENEFICIAL, raises both thresholds)
  • All three effects show icons in the effect overlay

Armor Speed Penalty

  • Worn armor now slows the player independently of the weight system
  • Speed reduction = total armor weight × armorSpeedPenaltyPerKg (default 0.8 = 80% of weight as % slowdown)
  • Each armor material has a distinct weight (configurable via itemWeights):
    • Leather: 10 KG/set → 8% slowdown
    • Chainmail: 20 KG/set → 16% slowdown
    • Iron: 26 KG/set → 20.8% slowdown
    • Gold: 32 KG/set → 25.6% slowdown
    • Diamond: 34 KG/set → 27.2% slowdown
    • Netherite: 42 KG/set → 33.6% slowdown
  • Uses a separate attribute UUID from the weight system — both can stack

Item Weight Tooltip

  • All items display Weight: X.X KG (gray) in their tooltip
  • Armor items additionally display -X% Move Speed (red)
  • Weights respect stack count (matches inventory calculation)

Consumable System

  • Shared item: all consumables use one registered item vantagetaczcompat:consumable, distinguished by NBT ConsumableId
  • Resource loading: reuses TaCZ JsonDataManager / LazyJsonDataManager, supports F3+T hot-reload
  • Durability modes:
    • proportional (default): consumes durability proportional to missing health/armor — suited for healing items
    • fixed: 1 durability per use, uses = durability value — suited for wound-clearing items
  • Use precondition checks:
    • Proportional mode (healing): blocks use if health is full — shows "Health Full"
    • Fixed mode (wound clearing): blocks use if no matching wound — shows "No wound detected"
  • Use restrictions (during animation): no hotbar switching, no inventory (E), no scroll-wheel, no drop (Q), no swap (F), no TaCZ firing; ESC pause menu still works
  • Slowdown II applied for the animation duration + extra ticks
  • Cancel: press R (rebindable) during use to cancel — no effects applied
  • Cancel key hint: HUD shows "Press R to Cancel" (or mouse button icon + "Cancel" if rebound to mouse)
  • Draw sound: manually plays TaCZ gun draw sound after use ends (main hand item didn't switch, so TaCZ's native draw doesn't trigger)

Consumable Wheel UI

  • Press B (rebindable) to open a ToolBelt-style radial wheel
  • Inner radius 20px, outer radius 100px, smooth QUADS-rendered sectors
  • Scans inventory and aggregates consumables (same type merged, highest-durability stack used)
  • Center shows selected item name, hover shows tooltip
  • Release the key to use the selected consumable, right-click to close
  • Opening animation with radius gradient

First-Person Consumable Rendering

  • Intercepts RenderHandEvent at HIGHEST priority (before TaCZ's FirstPersonRenderHandler)
  • Uses TaCZ's renderFirstPerson PoseStack (screen coordinate system) — model follows view rotation
  • Applies AnimateGeoItemRenderer.applyFirstPersonPositioningTransform() for models with idle_view bone
  • Applies camera bone quaternion for camera shake animation
  • Renders player arms bound to lefthand_pos / righthand_pos bones using player skin texture
  • Uses event.getPackedLight() instead of hard-coded brightness — respects environment lighting
  • 2D inventory icons rendered by dedicated BEWLR (ConsumableItemRenderer) for GUI / third-person / ground contexts

Consumable Use HUD

  • Crosshair-below layout with 3 rows:
    • Row 1: progress bar (100×5, white fill, semi-transparent black background)
    • Row 2: item name (left) + remaining seconds (right)
    • Row 3: cancel hint — mouse button icon + "Cancel" if rebound to mouse, or "Press X to Cancel" if keyboard

Mouse Button Icons

  • 5 icons (left/right/middle/side1/side2) from sprite sheet textures/gui/mouse_buttons.png
  • Each source icon 67×67px, scaled to 16×16 for HUD display
  • Used in cancel hint when the cancel key is a mouse button

Default Consumables Pack

  • Renamed extension pack from migrated_testpack (namespace testpack) to vtc_default_consumable (namespace vantagetaczcompat)
  • 7 default consumables included:
    • Bandage (fixed, 4 uses): clears one wound layer
    • Painkiller (proportional, 5 durability): painkiller effect for 5 minutes
    • Stim (fixed, 1 use): ParCool inexhaustible effect for 9s
    • Syringe (proportional, 1 durability): Regeneration for 5s
    • Medical Kit (proportional, 8 durability): Regeneration for 5s
    • Tourniquet (fixed, 4 uses): clears one bleeding layer
    • M2 IM Injection (fixed, 1 use): Speed effect for 5 minutes
  • Each consumable ships with 3D geo model, use animation, model texture, and 2D slot texture

New Armor Mechanic (TaCZ Bullet Damage)

  • TaCZ bullet damage now splits by armor_ignore:
    • Piercing portion (damage × armorIgnore) → direct health damage
    • Non-piercing portion → consumes corresponding body-part armor durability (× armorDurabilityMultiplier, default 4×)
    • Overflow beyond armor durability → health damage
  • Armor durability exhausted but not destroyed (protected by Mixin) — protection gone, reserved for repair consumables
  • Body part → armor slot mapping: HEAD→helmet, ABDOMEN/arms→chestplate, legs→leggings
  • Only affects TaCZ bullet damage; other damage types keep vanilla armor reduction

Consumable Armor Repair

  • armor_repair_type supports "helmet" / "chest" / null
  • Repair permanently reduces armor max durability cap by armor_max_durability_reduction_percent (NBT vantagetaczcompat.max_damage_reduction)

Stamina System (Updated)

  • Sprint drains staminaSprintDrain (default 0.2/tick), regenerates staminaRegen (default 0.3/tick) after staminaRegenDelay (default 20 ticks)
  • Must have ≥25 stamina to start sprinting (won't interrupt mid-sprint)
  • Fatigued state when stamina ≤0 or <20 and not sprinting — blocks new sprint until >20
  • Jumping costs 10, sliding costs 20
  • stamina_restore: instantly restores stamina to full
  • stamina_infinite / stamina_finite: toggle infinite stamina
  • Vanilla hunger locked to 20 / saturation 5.0 (requires HungerStrike)
  • Aiming a TaCZ gun cancels sprint

Slide Mechanic (WIP, disabled by default)

  • Press V (rebindable) while sprinting ≥5 ticks to slide
  • 30-tick linear speed decay, crouching hitbox, locked direction
  • Slide-jump gives forward boost
  • 2s cooldown
  • Enable via enableSlide in config

Wound System (Updated)

  • Body-part detection uses hit coordinates + rotation matrix + local AABB — does NOT use TaCZ's isHeadShot()
  • 7 body parts: HEAD (y 1.5-2.0), ABDOMEN (y 0.8-1.5), LEFT_ARM/RIGHT_ARM, LEFT_LEG/RIGHT_LEG, NONE
  • Head (20% chance): Heavy Wound — max health -10% of base cap (not flat -10 HP)
  • Abdomen (20% chance): Abdomen Wound — max health -10% of base cap
  • Arms (30% chance): Bleeding — 1 damage every ~6s, up to 4 layers, stops at HP ≤1
  • Legs (20% chance): Fracture — -15% speed per leg, max -30% (both legs)
  • All wounds permanent until treated or death
  • Configurable trigger chances and damage multipliers per body part

Painkiller System (Updated)

  • Suppresses bleeding damage and fracture slowdowns (HUD icons remain visible)
  • Fractures can still stack while suppressed (recorded as suppressed amplifier)
  • Comedown: 1s nausea + scream sound if heavy/abdomen wounds present on expiry

Fall Fracture

  • Falling ≥5 blocks triggers per-leg independent fracture check
  • Base 50% + 10% per additional block, each leg rolled separately
  • Scream sound on trigger

Player Health

  • Base health = 20 + playerBaseHealthBonus (default 30 = 50 HP / 25 hearts)
  • Fully restored on first join and respawn
  • Vanilla hunger disabled (HungerStrike)

HUD Overlays

  • Health overlay: avatar + health bar (80×5) + health % + 4 armor durability icons (9×9) + oxygen bar; hides vanilla health/hunger/armor/experience/jump bar/potion icons
  • Stamina overlay: stamina bar (80×5) above hotbar, hides when full and not sprinting, turns red below 20
  • Effect overlay: 9×9 effect status blocks above hotbar with smooth progress fill
  • Consumable use overlay: progress bar + item name + remaining time + cancel hint below crosshair

AI Entities

  • Soldier (soldier): 3-state AI (Patrol → Alert → Combat), 30 HP, random SMG single-fire, squad aggro sharing within 20 blocks, drops depleted gun on death
  • Sniper (sniper): immobilized soldier, random sniper rifle, 3~6s shot interval, aims at legs
  • Configurable AI parameters: health, patrol radius, sight range, hit probability, shoot cooldown, reload time, etc.
  • Configurable gun blacklist for AI (default: tacz:timeless50, tacz:ai_awp, tacz:m107, tacz:m95)
  • Spawn eggs in creative tab

Localization

  • English (US)
  • Chinese (Simplified)

Technical

  • 6 Mixin classes (2 common + 1 client in common json + 3 client in client json), registered via JAR manifest MixinConfigs
  • Capability-based player data (stamina, slide, painkiller suppression, weight threshold bonus)
  • Server-authoritative consumable use sessions
  • 4 network packets (Slide, StaminaSync, ConsumableUse, ConsumableWheelUse)
  • TaCZ extension pack auto-exported to .minecraft/tacz/vtc_default_consumable/ on first launch

Файлы

vantagetaczcompat-2.0.0.jar(262.92 KiB)
Основной
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Метаданные

Канал релиза

Beta

Номер версии

2.0.0

Загрузчики

Forge

Версии игры

1.20.1

Загрузок

66

Дата публикации

14.07.2026

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ID версии

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