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Last Updated
Aug 17, 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
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