hostile-humans-unified-1.20.1-3.6.5.jar
Curse Maven Snippet
What's new
- Add default-off global vanilla mode: all Humans, including recruits, use 20 base health and 1 base melee damage without mod-specific melee factors, retaining weapon/effect modifiers, injury percentage and saved tier health. Add Close Protection movement with nearby positioning, a 12-block chase leash and owner-centered threat reprioritization; existing shields, ranged attacks, ammo and survival navigation remain authoritative. Add Authorized Attack for self-defense, owner defense and owner-initiated fights only. Passive protection may intercept before damage but attacks after actual owner injury or in self-defense. Preserve old enum ordinals and update both screens and channel protocols.
- Charge one potion after successful NPC drinking and preserve bottle/offhand custody; do not redrink regeneration potions while regeneration remains active. Regeneration I/II independently add 1/2 HP per rank food-healing interval, stacking with food and native regeneration only while the effect lasts.
- Reserve three backpack food slots, one recovery medicine and necessary melee/armor backups during automatic pickups; keep empty space when food is missing and retain substantial stacks by combined quantity/value. Gunners favor magazines, bow/crossbow users favor Universal Arrows, and melee users value both equally, including temporary weapon swaps. Hold close-defense weapons for at least 40 ticks and finish vanilla/Better Combat swings before automatic ranged restoration; continuing threats permit repeated counters, while manual equipment management remains immediate.
- Block native and Better Combat melee, counters and pending hits while a TaCZ gun occupies the main hand, including empty guns; melee resumes after switching weapons. Reject dead player/remembered guard targets and briefly bypass randomized gunner reacquisition after a kill. Reuse the same gun binding across targets and goal restarts without repeated draws, retaining native fire/reload timing and finite ammunition.
- Organize newly generated configuration files: move orphan rank/loadout/unlock guidance out of global settings, use consistent rank section ordering, and place bilingual purpose, unit and range help next to fields including ammunition, potions, firearms and hiring. Defaults, pools and gameplay behavior are unchanged; existing valid files reorder fields while preserving custom values.
- Speed up idle hired follow with distance hysteresis and bounded route updates; configure normal/catch-up multipliers by rank. Logout converts only FOLLOW to GUARD at the current position, preserving other orders and combat modes. Save owner UUIDs even when owners are offline or in another dimension. Persist confirmed offline deaths and report causes/locations on login; unloads and discards do not produce death notices.
- Add two stamped grooves to the magazine icon. Per-rank potions configure recovery/tactical pools, bottle counts and bonus chance, including registered mod potions; empty pools grant none and hardcoded provisioning is removed.
- Simplify the universal magazine sprite and rename Human Arrow to Universal Arrow without changing its ID. Raise ammo pickup value to 160; lower instant healing to 55, above bread but below steak and golden carrots.
- Consolidate configuration into global and four rank files, with independent AI and spawn ammunition. Read only the current five JSON files without legacy JSON/TOML migration; the default-on ammunition switch can waive reserves and deductions without bypassing reload timing.
- Added dedicated 32×32 transparent pixel-art textures and shapeless crafting-table recipes: 4 vanilla arrows, 1 stick and 1 feather produce 32 Human Arrows; 3 gunpowder and 2 iron ingots produce 2 Universal Magazines. The magazine recipe loads only with TaCZ installed.
- Idle reloads require strictly less than 25% magazine capacity; combat reloads require all loaded rounds, including the chamber, to be spent. The shared accepted reload boundary checks these thresholds before charging supplies.
- Humans now use finite ammunition: Human Arrows stack to 64 and cost 1 per successful bow shot/crossbow volley; Universal Magazines stack to 24 and cost 1/2/3/4/5 per accepted reload for pistol/SMG, rifle/shotgun, sniper, machine gun and heavy weapons. Manual feeds pay once per cycle; inventory-feed guns use finite internal rounds. Cancellation, weapon changes and stall recovery do not refill ammunition for free.
- Initial ranged reserves by tier are 32–128/64–128/128–192/192 arrows and 6–12/12–24/32–48/48–72 magazines, retaining the initially loaded firearm. Exhausted gunners prefer a supplied bow/crossbow, then existing melee equipment; resupply restores availability. Tridents stay unlimited. Existing saves are not replenished automatically, and NPC temporary crossbow payloads/unrecoverable arrows cannot supply free player ammunition.
- Reset TaCZ NPC playback across teleports, tracking gaps, model changes and resource reloads. Animation priority reads live synchronized actions, releases stale actions, and clears the previous model pose while preserving Better Combat integration.
- Native TaCZ hold/aim poses and basic reload/fire gestures work without Player Animator or matching keyframe assets. Gun-pack keyframes remain available with Player Animator; server-side attacks, ammunition and reload rules are unchanged.
- After existing loot rules, unhired hostile-beacon Humans retain each food item with an additional 20% chance and never drop enchanted golden apples. Non-food loot is unchanged. Persistent origin tracking supports legacy beacon markers; formally hired Humans still return their full inventory.
- Removed an optional TaCZ type from a synthetic lambda method descriptor so core classes remain linkable without TaCZ. Build and automated checks passed; teleport, retracking, resource-pack and optional-dependency combinations still require in-game acceptance testing.
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