This tutorial is set by the author's setting without permission.
Prelaboration of data packets:
Package file address of version 0.3.5.9 and previous data packet files:
https://github.com/ClumSyalien/tac-example-datapack 0.2/tree/0.3.5
(Note that the branch selection is 0.3.5)
0.3.6.1 Data packet file address:
https://wwwwe.lanzoum.com/iwcxi0zmvxsf
Password: TAC
(Note that the password is uppercase character)
(The location of the packet is generally located in the data packet folder (DataPacks) in each archive folder under the map folder. Therefore, the recommended module OpenLoader is convenient for loading the data packet in the new world))
0.3.8.1 Data packet file address:
https://wwwwe.lanzouq.com/ijwzf150ezub
Password: TAC
(Note that the password is uppercase character)
(This version has not been released when this supplement, the version used currently used as the current version)
Detailed explanation of the content of the packet:
*. Note that due to the data package version, the data packet you use may have part of the content inconsistent with the example. Please select the data packet that meets the TAC version you use, and the actual content of the packet is subject toCloth order difference)
0. The two most important parts, the Data folder is the basic directory of modifying all data. The "PACK_FORMAT" in the Pack.mcmeta file is fixed at 6 in the 1.16.5 version (generally no adjustment)
1. Open Data → TAC and enter the configuration file directory.Among them, we need to modify the two folders of Guns and RECIPES. The files in the Guns folder control the various attributes of the firearm, and the requirements for the manufacturing materials of the file control of the file control of the file folder
(0.3.10 supplement: the file control accessories in the Modifiers folder, the files in the tags folder control some basic settings of the packet content)
(Note that the data in DataPACKS is replaced by supplementary MOD files, and the gun data of those missing files will continue to follow the default content in the MOD)
Firearm data
(Use HK416 Example):
0. The first part, classification, fire speed, fire -opening mode:
"Auto": True, // Some guns will have the settings, the fire -opening mode is classified, which is specifically manifested in the label in the game.
"Rate": 850, // according to the RPM as the standard, but it is recommended to set the RPM in the tick value (RPM = 1200 /Tick), otherwise there may be uneven shooting speed (in order to balance the setting close setting setting settings, the setting is close to the setting settingsThe value of RPM)
// "Burstrate": 20, // The settings of some guns will refer to the short -continuous opening interval. The unit is tick (it is recommended not to be lower than the value of 1200/"rate" * "burstcount")
// "Burstcount": 2, // The settings of some guns will be set, which refers to the number of firing bullets with a short -term fire (if there is a short connection, there is no such one, then the default is 3 rounds)
"rateSelector": [2, 1], // 0 - 保险,1 - 半自动,2 - 全自动,3 - 短连发(修改举例:开火模式转为默认保险、在保险/全自动/半自动/短Switch in connection: [0, 2, 1, 3])
"Griptype": "TAC: TWO_HANDED_AK47", // The gun mode, generally not modified (because it is a gun holding in the animation file)
1. The second part, recoil and diffusion:
"Recoilangle": 2.375, // Vertical recoil strength (0.3.8.1 version update notes: The specific value of this entry into the program is set value/1.5) "HorizontalRecoilanGLE": 1.55, // Hermore recoil (0.3.8.1 version update update update updateNote: The specific value of the entry into the program is set value/ 1.5)
"Recoilkick": 1.65, // Gun Kick
"recoiladsReDrug": 0.205, // When the mirror is opened, the recoil effect is reduced (in this example, a reducing recoil of 20.5% when the mirror is opened) (0.3.8.1 version update notes: The specific value of the entry into the program is set value * 2)
"WeaponRecoiloffset": 0.805, // The speed time of the recoil of the weapon (1-0.805 = 0.195 in this example), the value can not exceed 1, the larger the value of the weapon, the faster the weapon (the more visually gunfire)
"Camerarecoilmodifier": 1.15 // Weaken visual recreation, the greater the value of the visual recoil, but the actual post -sitting size is unchanged unchanged.
"Recoilduration": 0.225, // Lift time on the quasi -star, the smaller the value, the faster the upper, the value can be changed, the value does not exceed 1
*12-18 line is the relevant content of the recoil adjustment. Generally, it is not recommended to modify it.
"Weightkilo": 3.1, // firearms weight, which affects the speed of moving the gun
"Spread": 1.775, // The maximum diffusion refers to the diffusion value after the continuous shooting of the "Projtominaccuracy" in the firearm. The value will be resettled "FIRSTSHOTSPREAD" (0.3.8.1 version updated notes after waiting for "MSTOACCURACYRESET".The specific value of the import program is set value* 0.5)
"FirstShotSpream": 0.125, // The starting of the starting of the first launch of the first launch of the "mSTOACCURACYRESET" during the stop, and the subsequent diffusion will increase the linearity to the "Spread" in continuous shooting to the value of "Spread".
"hipfireinaccuracy": 5.95, // waist diffusion, refers to the increase in the proliferation in non -aiming, and directly add the value of "spread" and "firstshotspread" (0.3.8.1 version update annotation: The specimen of this entry into the program is introduced into the specifics of the program.The value is set value* 1.75)
"Projtominaccuracy": 6, // When the number of continuous shooting required for the maximum diffusion, the higher the value, the less the short -point shooting accuracy difference
"MSTOACCURACYRESET": 320, // Reset the diffusion status to the waiting time (millisecond) required for the first spread. The lower the value means the faster the accuracy recovery speed
"Movementinaccuracy": 0.5 // Stalling punishment when moving (according to the percentage bonus of the total diffusion, it is generally not recommended to exceed 1.0)
2. The third part, change the bomb -related
"Magfed": true, whether to fill in the magazine
"maxammo": 30, // maximum bullet capacity (in the magazine, if the setting of "OpenBolt" is set to "False", 1 round after tactical bomb is changed) "MaxadDitionAMMOPEROC": [10, 20, 30],// The relevant settings of the third -level capacity among the capacitance (corresponding to the three levels of "Over Capacity" or "Rapup Magazine", respectively, each level is set with "MAXAMMO", which is not accumulated).
"OpenBolt": False // Whether it is a torch (if True, there is no extra bullet in the bore)
*The other lines are controlled by the time change time. It is not recommended to modify it, because these values are associated with the animation
3. Part 4, bullet settings
"item": "tac: nato_556_bullet", the type of ammunition used in //
"Visible": False, // Bullet model visible situation (generally defaults to the inconsistency, because the current entire ballistic system is not a bullet model, and only RPG7 is set to allow it)
"Damage": 6.75, // Bullet damage, will be affected by the reduction of distance
"ARMORIGNORE": 1.0, // Armor -piercing capacity gain, the armor of armor in Config files ignores percentage *"Armorignore" is the final armor -piercing ability
"Critical": 0.00, // additional crit rate can be a negative number (assuming to be set to -0.5. If the enchantment that increases the crit rate in the game, if the crit rate provided by the enchanting value is less than 50%, it willStill unable to crit)
"CriticalDamage": 0.75, // Critical damage gain gain, crit damage percentage of crit damage in Config file *"CriticalDamage" value is the final crit damage multiplier rate
"Headdamage": 1.0, // The damage gain gain of the tyrannosaurus, the rate of damage damage in the config file *"headdamage" value is the final tyrants damage multiplier rate
"size": 0.075, // ballistic bullet size, generally not recommended to modify
"Speed": 22, // Blind speed, "Speed" *"Life" is the distance that the bullet can reach the farthest (because of adjusting the speed performance of the game in the game, the item began to have a relatively obvious ballistic at 20 and below.Delay)
"Life": 11, // After the bullets pass by N times, the damage becomes "Damage"* ("Life" -n) /"Life" (0.3.8.1 version update notes: This entry is no longer directly directlyAffect damage, the damage reduction part is partially added to the new control system)
*** Thank you QQ sauce 151122 to correct: Before version 0.3.8.1, the actual Life in the code is 1.5 times in Data, Speed is 1 / 1.15 in Data; and in the first stage (Speed / 1.15 grid) Inside, the damage theory is DAMAGE * (Life * 1.5 + 1) / (LIFE * 1.5) instead of DAMAGE.
"TraillengthMultiplier": 2.5, // The length of the bullet trajectory is adjusted. Generally, it is not recommended to modify it
"Ricochet": True, // With ammunition point tracking, it is generally not recommended to modify (version 0.3.8.1 update annotation: this entry is no longer effective) 3.1 bullet settings (supplementary version 0.3.8.1 version supplement)
"Closedamage": 1.1, // Melee damage bonus (enjoy the judgment of damage bonus in a short distance; there is no configuration pathway at this distance, which is calculated by the program, which is related to the speed and range of the range and the range is not more than two grids..
"DecayStart": 0.0, // Damage to reduce the starting position, and within the distance of the full range ("Speed" *"Life"), from which distance ("Speed" *"LIFE" *"DeCayStart") began to enter the damage cuttingLinear curve
"Mindecaymultiplier": 0.35, // minimum damage multiplier, that is, the minimum damage that your weapon can cause within the range ("Damage" * "MindeCaymultiplier") (this damage will still be due to the calculation of the original armor -reduction system injury system.Low)
"DECAYEND": 0.95, // Damage to reduce the end position, and under the distance of the full range ("Speed" *"Life"), under which distance ("Speed" *"Life" *" *" DeCayend "), the damage cut linearlyThe curve reaches the multiplier of "MindeCaymultiplier"
4. Other settings
It is generally not recommended to change other settings, just keep it
Synthetic data
(Use HK416 Example):
"Type": "TAC: Workbench", // indicates that it is manufactured as the content of the firearm workbench
"Tag": "Forge: Materials/EPIC" // Consumer TAC's "Epic Materials". Note that the "mineral dictionary" is used here instead of the registration name, because TAC's firearms workbench cannot identify the registration name, and can only use "Mineral dictionary "
"Count": 5 // Consumption of 5 epic materials
"Result": {
"Item": "tac: hk416_a5"
} // The production product is a HK416
("Mineral Dictionary" of TAC materials: Forge: Materials/Uncommon (Excellent Materials), Forge: Materials/Rare (Rare Materials), FORGE: Materials/Epic (Epic Materials), Forge: Materials/Legendary (legendary materials) , Forge: Materials/Ultimate (Ultimate Material))
(Use 556 bullets for example):
"Result": {
"Item": "tac: nato_556_bullet",,
"Count": 60
} // The product is 60 rounds 556 bullets
(The "mineral dictionary" of the gunpowder: "Forge: GunPowder"))
(Delete the synthesis method of the old -fashioned four -twice mirror through the data packet):
(It is also feasible to completely delete the content, but there must be a empty content file in the packet, otherwise the module will automatically use the default configuration)
(Example using the firearms workbench):
"Type": "Minecraft: Crafting_shaped", // Use my world's original synthetic table "pattern": [[pattern ": [
"###",
"III",
"I i"
], // In the placement of the items of various items in the synthetic Taichung (see the code screenshot more intuitive)
"key": {
"#": {
"Tag": "Minecraft: LOGS" // Requires three logs in the first line, where the "mineral dictionary" is used here, in order to use all logs to use
},
"I": {
"Tag": "Forge: storage_blocks/Iron" // Requires a iron block in the middle of the second line
},
"I": {
"Tag": "Forge: Ingots/Iron" // Requires a total of four steel ingots in the first two lattice and the following two grids below the third column.Therefore, it can also be written as "item": "minecraft: iRon_INGOT", which is "item": item registration name
}
},
(Use the ultimate material as an example):
(Note that after writing the registered name of the material or the "mineral dictionary", be sure to pay attention to whether it is "item" or "tag")
Accessories configuration
(Example using test.json):
{{
"Skin": "TAC: GOLDEN", // only is effective for exclusive skin accessories, and is used to set the skin ID corresponding to accessories
"General": {
"SilenceDFire": True, // Whether to shoot the sound of the sound (the fire sound effect is used by the sound of the sound, and it will not be angered by the neutral creature)
"ModifyFiresoundradius": 0.125, // The scope of gunfire is adjusted (multiplied, the range of the anger that affects the sound of gunfire)
"Additionaldamage": -1.0, // Correct damage (added, it will be displayed behind weapons after installation)
"AdditionalHeadshotDamage": 10.0, // Chopardle damage replenishment (added, after settlement headshots)
"ModifyProjectileDamage": 2.0, // Damage adjustment (multiplication)
"ModifyProjectileSpeed": 1.25, // Bombing speed adjustment (multiplication)
"ModifyProjectileSpream": 1.25, // Disclosure adjustment (multiplied) "ModifyFirshotspream": 0.75, //
"ModifyHipfireSpream": 0.25, // Limpy -of -back distribution adjustment (multiplication)
"Recoilmodifier": 1.15, // Vertical recoil adjustment (by calculation)
"HorizontalRecoilmodifier": 0.85, // Causal adjustment (multiplication)
"ModiFyaimdownSightspeed": 1.25, // Open the mirror speed adjustment (multiplied, the faster the speed, the faster the mirror)
"AdditionAlAmmmunition": 3, // Return effect (0-light-type expansion, 1-medium expansion, 2-heavy-type expansion)
"AdDitionalweaponweight": 0.20, // weight replenishment (calculated)
"ModifyFiresoundvolume": 0.8, // Volume adjustment (multiplication, the effective range is 0-1)
"ModifyRecoilsmoothening": 1.25, // After the smoothness adjustment (multiplication)
"ModiFyMuzzleflashsize": 0, // The flame flame shrinkage doubling rate adjustment (multiplication)
"ModifyweOnWeight": 0.25, // Weight adjustment (added)
"Kickmodifier": 0.9 // Gunkick adjustment (multiplication)
},
"Hidelimitinfo": true, // Whether to hide the installation limit
"CanApplyon": [[
"#Tac: assault_rifle" // Allow installation on the assault rifle (explained in the tags section)
],,,
"Cannotapplyon": [[
"TAC: Scar_L" // It is forbidden to install on scar_l (the whitening of the authority covers the above, so scar_l will not be allowed to be installed, and other ARs can be installed)]], other ARs can be installed)],]], other ARs can be installed)],]]], other ARs can be installed)],]], other ARs can be installed)],]]], other ARs can be installed.]],]]], Other ARs can be installed.],
"Extratooltip": [[
"Tooltip.extra.test" // Match the text of the LANG file to display the text you want to display
]
}