cnpc_tacz_fire-0.2.1.jar
Curse Maven Snippet
What's new
Change Log 0.2.1
Added
- Better Combat Compatibility — Added a per-NPC melee option that uses Better Combat's registered attack and weapon-pose animations when Better Combat and Mob Player Animator are available.
- Weapon-based Better Combat timing — Compatible melee attacks now use the held weapon's effective attack speed and scale the damage timing to the played attack motion.
- Authoritative main-hand synchronization — Added server-to-client main-hand state updates so managed NPC rendering and animations use the weapon that is actually equipped on the server.
- Scrollable armor pool — Armor pools now support a fixed five-row viewport with mouse-wheel scrolling and a draggable scrollbar, keeping every supported armor set reachable.
- Optional Mob Player Animator integration — Registered Mob Player Animator as an optional client dependency for Better Combat animation playback.
Changed
- Weapon, skin, and armor pool chances can now be edited directly on each row instead of through separate chance-setting flyouts.
- Editing one pool entry now changes only that entry. An explicit
Equalizeaction distributes the total evenly when desired, while a single-entry pool remains fixed at 100%. - The Armor editor now keeps its controls, pool rows, and NPC preview inside the scrollable content at narrow resolutions and larger GUI scales.
- Better Combat compatibility now resolves the held weapon's registered attack set, combo order, attack conditions, idle or moving pose, two-handed state, and item transform instead of selecting a generic fallback motion.
- When Better Combat compatibility is active, the custom melee attack-speed control is locked and the Overview reports
Weapon Spec (locked). - If Better Combat animation playback is unavailable, the NPC safely falls back to a vanilla main-hand swing without creating a replacement animation.
- Melee weapon identity checks now preserve configured NBT while allowing runtime durability changes, preventing normal weapon wear from being treated as a different configured weapon.
- Weapon switching now verifies the main-hand result, retries failed equipment changes, and postpones melee damage until the expected weapon is confirmed.
- Temporary combat diagnostics were removed, and detailed weapon-switch or main-hand traces now appear only when the NPC's debug option is enabled.
- Updated all five included language files for the Better Combat controls and the revised inline pool editor.
Fixed
- Fixed managed NPCs visually keeping an old gun or melee weapon after CustomNPCs or another AI integration changed the real main-hand item.
- Fixed Better Combat selecting an attack from stale client-side equipment during ranged-to-melee and melee-to-ranged transitions.
- Fixed Better Combat arm bending and held-item transforms not carrying over to mapped CustomNPCs player-model render proxies.
- Fixed melee attacks being allowed to continue after an equipment write failed or the main-hand readback did not match the configured weapon.
- Fixed damaged melee weapons being repeatedly re-equipped because their changing
DamageNBT was mistaken for a different runtime weapon. - Fixed weapon-spec melee damage, knockback, and attack-speed modifiers failing to resolve reliably in the obfuscated Forge runtime.
- Fixed editing one weapon, skin, or armor chance silently redistributing sibling entries before the user chose to equalize them.
- Fixed large armor pools extending outside the editor, clipping later entries, or pushing the NPC preview beyond the reachable scroll area.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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