File Details
cnpc_tacz_fire-0.2.0.jar
- B
- Jul 12, 2026
- 659.42 KB
- 128
- 1.20.1
- Forge
File Name
cnpc_tacz_fire-0.2.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
0.2.0 Changelog
Added
Player Sound Detection
- Added event-based player sound detection for TACZ gunshots, TACZ reloads, block breaking, and block placement.
- Added separate detection ranges for gunshots, reloads, block breaking, and block placement.
- Added
Off,Look Only, andMove To Sourcesound investigation modes. - Added automatic range clamping so no sound detection range can exceed the NPC's configured Detection Distance.
- Added stance-aware investigation behavior so an idle-locked NPC looks toward a sound instead of leaving its assigned position.
- Added early creative-mode and spectator-mode filtering so those players do not create hearing stimuli for managed NPCs.
- Added a short-lived event stimulus store so hearing reacts to explicit player actions without continuously scanning every possible sound.
Detection and Targeting
- Added optional Close Detection that can notice targets inside a configurable distance regardless of horizontal detection angle.
- Added a configurable Close Detect Distance for close-range ambush and assassination behavior.
- Added indexed target queries for long Detection Distance values up to 256 blocks.
- Added managed-NPC and living-target spatial indexes to reduce repeated full-area entity searches.
Damage Policies
- Added ranged damage modes for using the selected TACZ gun's native damage or a fixed custom bullet damage value.
- Added melee damage modes for using the selected weapon's attack attributes or a fixed custom damage value.
- Added melee knockback modes for weapon-based or fixed custom knockback.
- Added melee attack-speed modes for weapon-based or fixed custom attacks per second.
- Added a managed TACZ bullet path for custom ranged damage without modifying the selected gun's original data.
- Added dedicated managed-melee interception so CustomNPCs' default melee damage does not override CNPC TACZ Fire melee policies.
Ammo and Reload Policies
- Added
Normal Reload,Fixed Force Reload, andRandom Force Reloadpolicies. - Added a fixed successful-shot threshold for forced reloads.
- Added minimum and maximum shot thresholds that are rerolled after each random forced reload.
- Added ammo-aware combat switching when both the loaded gun and the NPC's virtual ammo stock are exhausted.
- Added separate fallback controls for switching to the configured melee weapon or fighting unarmed.
- Added automatic return to the ranged weapon and reload flow after the fallback combat state ends.
Configuration Overview and Help
- Added a top-level Overview category that lists the active policy mode, sensing, combat, damage, equipment, ammo, target, and FX values without editing them.
- Added effective General or Advanced policy summaries so the overview reports the values used by the selected policy path.
- Added Quick View navigation for the long Advanced Senses and Visual & FX pages.
- Added help-tour auto-scrolling so the
?tutorial can move to controls outside the current viewport. - Added tutorial coverage for the new Overview, hearing, damage, reload, ammo fallback, model, and Quick View controls.
Changed
Configuration Editor Structure
- Renamed the
AIcategory toSensesto cover awareness, hearing, stance, and tactical behavior under one category. - Renamed the
Visualcategory toVisual & FXand moved presentation FX into the same visual domain. - Reorganized Ammo around reload policy, ammo stock, regeneration, and ammo-exhaustion behavior.
- Reorganized Gun and Melee around weapon selection, damage policy, weapon pool, and NPC preview sections.
- Reorganized Armor around armor-pool editing and a dedicated right-side NPC preview.
- Changed major subsections from loose title lines to bounded section panels with consistent padding.
- Changed weapon, armor, and preview layouts to reserve their own columns before controls are placed.
- Changed the editor background, content bounds, and scissor region to use the same responsive GUI scale.
- Changed the main scrollbar so its thumb can be grabbed and dragged directly with the mouse.
- Changed General and Advanced Senses pages to rebuild only their active controls instead of retaining inactive labels.
NPC Preview and Player Models
- Added explicit Steve and Alex model selection to skin-pool entries.
- Changed runtime skin application and GUI preview rendering to use one shared Steve/Alex model-ID mapping.
- Changed Steve selection to apply an explicit Steve model instead of relying on an empty display-model value.
- Changed Alex rendering to use the supplied texture unchanged; CNPC TACZ Fire does not replace or correct the face texture.
- Changed NPC previews to show the selected skin model, armor set, and weapon together.
- Changed preview rotation so the body can turn horizontally with the cursor instead of moving only the head.
- Changed preview rendering to suppress the NPC display name and title inside configuration screens.
- Changed managed combat poses to continue using TACZ and Better Combat integration paths for both Steve and Alex.
Combat Runtime
- Changed managed NPC handedness to a consistent right-handed combat path for both Steve and Alex models.
- Changed handedness normalization to run when a policy is saved and when a managed NPC joins or initializes.
- Changed Move To Source investigation to yield to active combat and the CNPC TACZ Fire stance controller.
- Changed creative and spectator targets to be rejected before hearing or combat target processing.
- Clarified that NPC-position event sounds use their configured listener range while target-only sounds are sent directly to the detected player.
- Changed Detection Distance help text to describe its relationship with indexed target scanning and maximum engagement range.
Performance and Internal Structure
- Changed hearing from repeated environmental polling to short-lived event registration and indexed lookup.
- Changed target acquisition to query spatially indexed candidates before applying entity, tag, faction, distance, angle, and line-of-sight rules.
- Changed managed NPC state ownership from the main mod class to a dedicated state registry.
- Changed policy, pool, clone-NBT, profile, event-action, and network packet handling into focused services and codecs.
- Changed sound discovery, inventory discovery, model reflection, navigation access, and rotation access to cached adapters or catalogs.
- Changed managed-NPC checks to use cached markers on hot render and combat paths.
- Changed configuration draft copying and weighted-pool editing to dedicated models instead of duplicating the logic inside the screen.
Localization
- Updated all five included language files for Overview, hearing, close detection, damage policies, reload modes, ammo fallback, model selection, Quick View, and revised tutorials.
- Updated category and control descriptions so the help text reflects the current combat controller rather than old CustomNPCs movement assumptions.
Fixed
Damage and Combat
- Fixed fixed melee damage values being saved but not applied to managed melee hits.
- Fixed custom melee knockback values not consistently overriding weapon knockback.
- Fixed custom melee attack-speed values not consistently controlling the attack interval.
- Fixed fixed ranged bullet damage being unable to override the selected TACZ gun's native damage independently.
- Fixed CustomNPCs' default melee damage affecting CNPC TACZ Fire managed melee attacks.
- Fixed Alex NPCs being able to enter a left-handed melee attack path while Steve used the right hand.
- Fixed model type changing combat-hand behavior even though Steve and Alex should share the same combat policy.
Sound and Detection
- Fixed sound detection ranges exceeding Detection Distance after manual input.
- Fixed creative and spectator player sounds causing NPC investigation or combat reactions.
- Fixed close targets outside the normal field-of-view angle being missed when Close Detection was enabled.
- Fixed Move To Source attempting to override an idle-locked stance; the mode now falls back to Look Only for that stance.
NPC Rendering and Preview
- Fixed Alex skin entries rendering with Steve model mapping in configuration previews.
- Fixed Steve/Alex display-model switching using different runtime and preview model rules.
- Fixed Alex armor-pool selections not appearing on the NPC preview.
- Fixed gun and melee previews using inconsistent item-holding poses between Steve and Alex.
- Fixed preview body rotation remaining locked while only the head followed the cursor.
- Fixed NPC display names and titles obstructing the configuration preview.
- Fixed supported Steve/Alex display-model changes being rejected by the managed player-model compatibility check.
Configuration Editor UI
- Fixed Senses controls and labels overlapping when switching between General and Advanced pages.
- Fixed inactive General or Advanced labels remaining visible after a mode change.
- Fixed Gun, Melee, and Armor selection controls crossing into the NPC preview panel.
- Fixed Armor and Melee previews being placed below their settings and clipped by the viewport.
- Fixed section titles touching panel borders without sufficient padding.
- Fixed section separator lines crossing unrelated controls and preview areas.
- Fixed content backgrounds ending before the scaled editor bounds at some video resolutions and GUI scales.
- Fixed the scrollbar being wheel-only even though a visible draggable thumb was rendered.
- Fixed help-tour steps highlighting controls outside the visible scroll area.
- Fixed missing tutorial descriptions for sound preview, target flyout close, new policies, and Quick View.
Data and Runtime State
- Fixed Steve skin-pool selection clearing the display model instead of explicitly restoring Steve geometry.
- Fixed managed handedness normalization occurring only after entering melee instead of when the NPC is configured or initialized.
- Fixed stale managed-state and model compatibility checks after CustomNPCs display data changed.