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Tinker's TaCZ
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Firearms in TACZ can be enchanted using enchanting tables and anvils, just like regular weapons. tacz里的枪械可以像原版武器一样在附魔台和铁砧上进行附魔。
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Sharpness: extra damage = 0.5 × level + 0.5: I +1, II +1.5, III +2, IV +2.5, V +3.
Smite: +2.5 damage per level against undead mobs (I +2.5 … V +12.5).
Bane of Arthropods: +2.5 damage per level against arthropod mobs; bullet hits also apply Slowness IV for 20 + random(10 × level).
Knockback: after a hit, displaces the target backward: I 1 block, II 1.5 blocks, then +0.5 block per level thereafter.
Fire Aspect: ignites the target before the hit lands; burn time is 4 seconds × level (I 4 seconds, II 8 seconds…).
Looting: death loot calculation is based on the main-hand weapon's level.
Sweeping Edge: other creatures within 1 block of the hit target receive 50% of that hit's damage.
Power: damage multiplier = 1 + 0.25 × (level + 1): I ×1.5, II ×1.75, III ×2.0, IV ×2.25, V ×2.5.
Punch: +1 block of extra knockback distance per level, stacking with Knockback.
Impaling: fixed +2.5 damage per level (I +2.5 … V +12.5), with no target-type restriction.
Channeling: when hitting a mob, summons lightning at the target's position; does not require thunderstorm weather.
Multishot: each shot adds +2 projectiles to the original projectile count; consumes only 1 ammo.
Quick Charge: total reload time is reduced by 1 second per level; the client reload animation is accelerated synchronously to max(original duration − level × 1 second, 0.05 seconds); if the base reload time is shorter than the reduction, it completes instantly.
Piercing: +1 entity penetration per level; total hits = firearm base penetration (usually 1) + level; at level IV = 5 entities; when effective penetration >1, bullets ignore shields.
Loyalty: each bullet deals damage twice; the second damage is half of the first; each level grants +8% ammo recovery chance.
锋利 ,额外伤害 = 0.5 × 等级 + 0.5:I +1、II +1.5、III +2、IV +2.5、V +3
亡灵杀手 ,对亡灵生物每级 +2.5 伤害(I +2.5 … V +12.5)
节肢杀手 ,对节肢生物每级 +2.5 伤害;子弹命中还会附加缓慢 IV,持续 20 + 随机(10 × 等级)
击退 ,命中后把目标向后位移:I 1 格、II 1.5 格,之后每级 +0.5 格
火焰附加 ,命中前点燃目标,着火时间 4 秒 × 等级(I 4 秒、II 8 秒…)
抢夺 ,死亡掉落结算按主手武器等级计算
横扫之刃 ,命中目标周围 1 格内的其他生物受到该次命中伤害的 50%
力量 ,伤害倍率 = 1 + 0.25 × (等级 + 1):I ×1.5、II ×1.75、III ×2.0、IV ×2.25、V ×2.5
冲击 ,每级在击退距离上额外 +1 格,和击退叠加
穿刺 ,每级固定 +2.5 伤害(I +2.5 … V +12.5),不限制目标类型
引雷 ,命中生物时在目标位置召唤闪电;不需要雷雨天气
多重射击 ,每次射击在原本弹丸数上 +2 发;只消耗 1 发弹药
快速装填 ,装填 换弹总时间 每级 −1 秒;客户端换弹动画同步加速为 max(原时长 − 等级×1秒, 0.05秒),基础换弹短于减少量时会瞬间完成
穿透 ,每级额外穿透 1 个实体;总命中数 = 枪械基础穿透(通常 1)+ 等级,IV 级 = 5 个实体;有效穿透 >1 时子弹无视盾牌
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