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TaczAttributeAdd

Mod

by xlxyvergil

A mod that provides dynamic player attributes for Tacz.

Type

Mod

CurseForge Downloads

34,044

CurseForge ID

1393583

Modrinth Downloads

61,566

Modrinth ID

FL4iBpQn

Last Updated

Jun 10, 2026

Description

# 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 2. **ADDITIVE Mode** - Formula: `base_damage + specific_damage - 1.0` - Combines values while preserving base damage 3. **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

Compatibility

Mod Loaders

Forge

Game Versions

1.20.1

Screenshots

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