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V1.28-data
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Changes
GBG V1.28
Added Gun Accuracy
- Each gun now has an accuracy stat that will slightly offset the projectile when fired
- The accuracy of a gun is determined by the
accuracystat in the guns custom data - The accuracy is on a scale from 0-100%, with 0 being the worst and 100 being the best
- Guns without an accuracy stat defined have an accuracy value of 100
Fully Added Headshots
- While initial code was implemented a while back, headshots are now fully integrated into all the guns
- A headshot is when a 'humanoid' target is hit in the head part of their model
- How much damage the headshot does is determined by a defined
headshot_damagestat; the amount of an increase is dependent on the gun - Baby versions of these mobs cannot take headshots
- The headshot stat is listed in the description of the gun, right next to the damage value
- If the headshot damage isn't specified, the regular damage stat is used instead
Added 'Armor Penetration Label' Stat
- Guns can now optionally display in their description their armor piercing
- It's an arbitrary string, separate from the gun's
damage_type - The value appears right after the damage stat
Updated Gun Descriptions
- The the damage stat now shows both the regular and headshot damages and the armor penetration of the gun
- The range stat now shows the gun's accuracy as well
- The text "Rate of Fire" has been changed to "Fire Rate" and the text "ticks" and "blocks" have been capitalized
- This change mandates a new stat called
deals_explosive_damage, guns without it won't render thedamagestat properly - Unfortunately, all currently existing guns will now have visual problems with their description
- (This problem is just visual, it doesn't affect how the gun performs)
Nerfed Pellets Piercing
- Hitting a target now increases distance traveled more, 6 -> 9 blocks (This means less targets can be pierced through overall)
- If a hit target has 8 or more armor points, the projectile stops early
New Gun Stats
- In addition to new stats, some guns have had their stats changed as well to compensate
- Pistol: headshot damage: 11, range: 64, accuracy: 70
- Assault Rifle: headshot damage: 5, range: 44, accuracy: 50
- Shotgun: headshot damage: 19, range: 32, accuracy: 35
- Sniper Rifle: headshot damage: 27, range: 120, accuracy: 95
- Minigun: headshot damage: 6, range: 42, accuracy: 45
- Grenade Launcher: accuracy: 90
- Bazooka: range: 110, accuracy: 95
- Flamethrower: headshot damage: 3, accuracy 60
- Laser Pistol: headshot damage: 26, range: 76, accuracy: 90
- Laser Rifle: headshot damage: 36, range: 96, accuracy: 95
- Assault Laser Rifle: headshot damage: 6, range: 80, accuracy: 75
- Laser Cannon: range: 130, accuracy: 95
Updated Resource Pack Icon
- The
pack.pngicon still used the old pistol model from pre-GBG V1.27
Fixed has_above_text Value Not Copying
- The
has_above_textstat wouldn't copy when shoot types were cycled through
Fixed crafted Snipers having broken Zoom Models
- When the Sniper Rifle was crafted, its zoom model didn't appear correctly
Fixed Z-Fighting on Grenade Launcher
- The Grenade Launcher had some z-fighting on the back parts of the model
Fixed Sniper Inventory Zoom Model Clipping
- The Sniper Rifle's model would clip behind the inventory slot when zoomed with
Fixed Minor Formatting Issue in Explosive Weapon Descriptions
- The Bazooka, Grenade Launcher & Laser Cannon, before being shot/reloaded, were missing the 'blocks' label of the range stat
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| Gamingbarn's Guns - Resources V1.28.zip | Required resource pack | 3.9 MiB |
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repositories {
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url = "https://api.modrinth.com/maven"
}
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filter {
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dependencies {
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