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Posted by: ImSeyo
File description: CCSM 0.5.8-1.20.1
File size: 5.24 MB
Total download count (all mod files): 483
Mod changelog:

UPDATE 0.5.8:

WARNING! PLEASE READ THIS!

Due to the complete redesign of adding units to CCSM, units from old save files will not attack and move, and they will have only 1 hp. To fix the problem, you will need to re-arrange the units and save the changes, or use the command /ccsm units fixCharacteristics. Thanks to this command, the units will automatically reset their characteristics and you will only have to export the changes to save.
I'm sorry that this happened, but it is necessary for the further development of CCSM.

 

NEW

–Added 1 unit from the Secret Faction:
Cheerleader

–Now many ranged units have zero inaccuracy, which means they won't miss their projectile now

–Level Maker interface
This interface is located in the CCSM interface in the form of the lvl word. With this interface, you can create conditions for creating your own levels and customize them as you wish. In it, you can set conditions such as:

  • The name of the level to be displayed on the CCSM overlay
  • Any commands that will be executed after unloading the save, after the start of the battle and after the end of the battle
  • As well as the location and interaction with the team line

The team line is a line divided into two sides - red and blue. It is needed to display the territory of the red and blue teams. The length of this line can be adjusted. The line itself is divided into 6 variants. The first 4 options are the direction of the line and its sides. Options 5 and 6 turn this line into a square, the size of which can also be adjusted. In addition, team line has settings such as:

  1. Rotate units to the team line
  2. Remove red team units located behind the team line
  3. Remove blue team units located behind the team line

I think there is no need to explain each setting, since they have obvious names.
All these settings, conditions, and commands can be exported to any save.

–Added the command /ccsm teamline [x] [y] [z] [length] v1/v2/v3/v4/v5/v6
With this command you can set the location, length and version of the team line

 

FIXES

1. Fixed a bug where Zeus couldn't walk unless he was pushed
2. Fixed a bug that caused the Healer to not heal
3. Fixed a bug where the Dragon could attack with fire upwards, although in TABS the Dragon cannot adjust the height of the fire
4. Fixed a bug where the textures of some projectiles were invisible from the back
5. Fixed a bug where units could be duplicated after the start of the battle, and their duplicated versions did not have AI, the number of units doubled and saves broke
6. Fixed a bug that caused the attack of a unit controlled by the player to not work if there are dead units nearby
7. Fixed a bug that caused the red Longship to not be in the Viking Faction creative tab
8. Fixed a bug that caused Hay Baler to not play the death animation
9. Fixed a bug that caused the total number of units to decrease by 2 instead of 1 when Hay Baler died

 

CHANGES

1. Now, if the unit control key is set to F, then the item in the main hand will not change from items in the off hand
2. Added melee animation for the Dragon (for its carriers) when its enemy is under the Dragon
3. The number of projectiles has been increased and the cooldown of the Hwacha has been reduced. Now Hwacha shoots 60 arrows in 1 second
4. Now the Catapult stone can pierce up to 3 units with a small chance. If the stone touches the ground after that, its shock wave will cause damage to units in a small radius. If the stone has pierced more than 3 units, then it will not be able to damage units with a shock wave
5. Improved the Painter's dodge
6. The particles from the explosion of the fireworks of the Firework Archer have been changed
7. The ability to control the height of the Valkyrie has been removed (as it turned out, there is no such function in TABS)
8. Improved animation of the Healer's attack
9. Improved the flight of units on the fireworks of the Firework Archer. Now the strength of the flight will depend on the size of the unit
10. Balloon Archer balloons have been completely changed. Now balloons lift units up depending on the size of the unit
11. Now the Tree Giant attack will raise units up depending on their size
12. Now the Samurai Giant attack will raise units up depending on their size
13. Now the bones of the Bone Mage will raise units up depending on their size
14. Improved the ability of the Ballooner
15. The texture of the Target Elimination item has been changed
16. The texture of the Remove Blocker item has been changed
17. Added death animation for Scarecrow
18. Now the Scarecrow attacks with 6 crows instead of 3
19. Now players can control crows and snakes
20. Added the ability to use the Halfling's jumping ability when controlling it
21. Now a Musketeer's bullet can pierce through 1 enemy
22. Units can now blink after a random number of seconds instead of every 3.5 seconds

 

Changing and facilitating complex mod processes (for developers)
I'm trying to give people who know Java or can work with MCreator the opportunity to create extensions to CCSM. To do this, I will need to simplify as much as possible all the complex processes performed by my mod. I almost managed to implement all the plans and maybe soon people who care about my mod will be able to create addons to CCSM. When I manage to implement this system, I will write about all this in the CCSM wiki. In this update, features such as:
1. The unit cost system has been changed. Now, when placing a unit, it will be assigned a numeric NBT tag UnitCost and after 1 tick, the value of this tag is assigned to global variables (before everything was much more complicated). 
2. The unit placement system has been completely changed. Prior to this update, each unit was divided into 4 variants - Red, Blue, Red without AI, Blue without AI. Units without AI performed the function before the start of the battle, that is, in placement mode, and when the battle began, these units died and their AI variants were placed in their places. Now the units have only 2 variants (with AI), which greatly simplifies the process of creating new units and optimizes CCSM

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