Interval Bows 2.2.3
Curse Maven Snippet
What's new
Interval Bows 2.2.3
Draw time is now read from each weapon instead of one number for all of them.
Every bow and crossbow gets its own draw time
The automatic draw-time lookup asked the item for a method by name. That lookup can never resolve in a built jar, where Minecraft's own method names are remapped, so it quietly missed on every weapon and each one fell back to the configured default of 20 ticks for bows and 25 for crossbows.
A crossbow that winds slower than the default was released before it had finished, so it never loaded and could not be fired at all. A bow that draws slower was let go early and the arrow left at partial power with no critical.
Four sources are now tried in order of how directly each speaks for the weapon in hand:
| Source | Covers |
|---|---|
| The item's own declared draw time | Mine Cells, Fiverka's Weapons |
| A published draw curve | Too Many Bows |
| Vanilla's crossbow wind | Everything built on Ranged Weapon API |
| Ranged Weapon API's draw-time attribute | Modded bows |
All 119 bow and crossbow items across 25 families in the author's pack were surveyed. 52 of them were being drawn to the wrong number, from a 6-tick quick bow to a 60-tick repeating crossbow.
A weapon reporting 72000 use ticks - "hold as long as you like" - is no longer taken at face value, and the draw time is resolved once per draw rather than every tick.
Only actual bows and crossbows
Plenty of items borrow a bow's use action for their own wind-up: a rune, a staff, a sword's special, even raw dough. They were all getting a draw meter, a planted stance and a shot released on their behalf. The mod now acts only on items Minecraft itself counts as drawn ranged weapons.
Crossbows fire while the use key is held
Crossbows are loaded server-side, so for a moment after the release the client still reads the weapon as empty. With the use key held down the client spent that gap starting a fresh draw and the bolt was never fired, which is why holding failed where tapping worked. The use key is now held off until the loaded bolt reaches the client, or for six ticks at most.
Interval Bows 2.2.3(中文)
拉弓時間改為逐武器判定,不再是所有武器共用一個數字。
每把弓與弩都有自己的拉弓時間
原本的自動偵測是用方法名稱去反射查詢。這種查詢在打包後的 jar 裡永遠不可能成功——Minecraft 的方法名稱會被重新對應——所以它對每一把武器都靜默失敗,全部退回設定裡的預設值:弓 20 ticks、弩 25 ticks。
上弦比預設值慢的弩會在還沒繞滿時就被放開,因此永遠無法上膛、也射不出去。拉弓較慢的弓則會提早放箭,箭矢只有部分威力且不會暴擊。
現在依「哪個來源最直接代表這把武器」的順序嘗試四種來源:
| 來源 | 涵蓋 |
|---|---|
| 武器自己宣告的拉弓時間 | Mine Cells、Fiverka's Weapons |
| 武器公開的蓄力曲線 | Too Many Bows |
| 原版的弩上弦時間 | 所有基於 Ranged Weapon API 的武器 |
| Ranged Weapon API 的拉弓時間屬性 | 模組弓 |
已對作者模組包內 25 個族系、共 119 件弓弩物品全面盤點,其中 52 件原本判定錯誤,範圍從 6 ticks 的速射弓到 60 ticks 的連發弩。
回報 72000 使用 tick(意即「愛拉多久拉多久」)的武器不再被照單全收;拉弓時間也改為每次拉弓解析一次,而非每 tick 重算。
只對真正的弓與弩生效
不少物品只是借用弓的使用動作來做自己的蓄力:符文、權杖、劍的特殊招式,甚至生麵團。它們原本全都會被套上蓄力條、定身與自動放箭。現在只對 Minecraft 本身認定為遠程拉弓武器的物品生效。
按住使用鍵時弩可以正常擊發
弩的上膛是在伺服器端進行的,放開後有一小段時間客戶端仍讀到武器是空的。按住使用鍵時,客戶端會在這個空檔重新開始拉弓,弩矢因此永遠射不出去——這就是「點擊可以、按住不行」的原因。現在放開弩之後會短暫擋住使用鍵,直到上膛的弩矢送達客戶端,最多六個 tick。
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