CustomActionFramework

CustomActionFramework

CAF enables the creation of ...

MOD ID: 10113作者: Nanami1278カテゴリ: Utilitiesバージョン: 2.3.0更新日: 2026-07-20(今日更新)用途: 汎用人気スコア: 0
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GameplayUtilities for Modders

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メイン CustomActionFramework V2.3.0 v2.3.0
⬇️ 74
更新履歴(changelog)
Game Compatibility
Updated the public CAF Base framework for 7 Days to Die V3.0.1.
Existing CAF XML projects can continue using MinEventAction and HUB integration.
Older CAF folders and DLLs should be removed before installing V2.3.0.
Runtime and Performance
Added prefab preloading and caching to reduce visual-effect loading pauses during combat.
Moved chained projectiles and selected batch effects to budgeted, multi-frame spawning.
Improved lifecycle management for projectiles, homing effects, impact effects, persistent Zones, lasers, and Smart Weapon state.
Improved cleanup when firing stops, weapons are switched, effects expire, entities are removed, or ammunition is depleted.
Reduced unnecessary updates and residual objects during high-frequency combat effects.
Production builds now keep high-frequency diagnostic logging disabled by default.
HUB and Snapshot System
Expanded the HUB Snapshot interface so third-party DLL modules can contribute weapon data without being built directly into CAF Base.
Preserved ammunition-based template routing through CAF_Templates.xml.
Improved Snapshot rebuilding when weapons, ammunition, or installed modifiers change.
Retained dynamic numeric values through supported @CVar, _add, and _mult properties.
Existing CustomRanged, DynamicRanged, Laser, and ContinuousLaser templates remain supported.
Firing Modules
Improved CustomRanged projectile, homing, piercing, splitting, chain, HitBox, AOE, and persistent-Zone handling.
Improved DynamicRanged cadence, acceleration, recovery, spread, audio, and firing-state cleanup.
Improved Laser piercing, chained targeting, origin effects, hit effects, and Zone payloads.
Improved ContinuousLaser tick processing, muzzle following, ammunition handling, and beam cleanup.
MinEventAction Systems
Consolidated AOEDamage support for sphere, box, and cone entity damage.
Expanded CustomProjectile support for homing, curve steering, piercing, splitting, chained projectiles, swept HitBox collision, RayHit ev…
⬇️ Nexus でダウンロード
オプション ForDevelopers_CAF_V2.3.0_English_XML_Guide v2.3.0
⬇️ 1
更新履歴(changelog)
Game Compatibility
Updated the public CAF Base framework for 7 Days to Die V3.0.1.
Existing CAF XML projects can continue using MinEventAction and HUB integration.
Older CAF folders and DLLs should be removed before installing V2.3.0.
Runtime and Performance
Added prefab preloading and caching to reduce visual-effect loading pauses during combat.
Moved chained projectiles and selected batch effects to budgeted, multi-frame spawning.
Improved lifecycle management for projectiles, homing effects, impact effects, persistent Zones, lasers, and Smart Weapon state.
Improved cleanup when firing stops, weapons are switched, effects expire, entities are removed, or ammunition is depleted.
Reduced unnecessary updates and residual objects during high-frequency combat effects.
Production builds now keep high-frequency diagnostic logging disabled by default.
HUB and Snapshot System
Expanded the HUB Snapshot interface so third-party DLL modules can contribute weapon data without being built directly into CAF Base.
Preserved ammunition-based template routing through CAF_Templates.xml.
Improved Snapshot rebuilding when weapons, ammunition, or installed modifiers change.
Retained dynamic numeric values through supported @CVar, _add, and _mult properties.
Existing CustomRanged, DynamicRanged, Laser, and ContinuousLaser templates remain supported.
Firing Modules
Improved CustomRanged projectile, homing, piercing, splitting, chain, HitBox, AOE, and persistent-Zone handling.
Improved DynamicRanged cadence, acceleration, recovery, spread, audio, and firing-state cleanup.
Improved Laser piercing, chained targeting, origin effects, hit effects, and Zone payloads.
Improved ContinuousLaser tick processing, muzzle following, ammunition handling, and beam cleanup.
MinEventAction Systems
Consolidated AOEDamage support for sphere, box, and cone entity damage.
Expanded CustomProjectile support for homing, curve steering, piercing, splitting, chained projectiles, swept HitBox collision, RayHit ev…
⬇️ Nexus でダウンロード
旧バージョン(12件)を表示
旧バージョン CustomActionFramework V1.1.0 v1.1.0
📦 21.8 KB ⬇️ 58
⬇️ Nexus でダウンロード
旧バージョン README CAF DevelopmentGuide v1
📦 209.1 KB ⬇️ 22
⬇️ Nexus でダウンロード
アーカイブ CustomActionFramework V1.1.1 v1.1.1
📦 17.7 KB ⬇️ 6
更新履歴(changelog)
V1.1.1Date: 04/17/2026[Bug Fix] Lingering Zone Airborne Stacking: Fixed an issue where persistent lingering zones would still stack in mid-air even when the snap-to-ground parameter was enabled. The system will now perform a 20-meter downward raycast from the impact coordinates to find valid, attachable ground terrain before spawning the zone.[Feature] Weapon Fusion Projectile Zones: Projectiles in the Weapon Fusion System now support generating lingering persistent zones upon impact. For parameter implementation, please refer to the Developer Guide, or simply add the prefix CAF_ to the relevant zone parameters (e.g., set CAF_ZoneLifetime="5" to enable the zone field).[Feature] MinEvent Projectile Hit Detection: Projectiles spawned via MinEvents (trigger_effect) now fully support raycast hit detection. You can now trigger secondary actions when these projectiles hit enemies (such as applying buffs, restoring health, or triggering chain-reaction projectiles).[Feature] Dynamic Data for AOEDamage: Instant Area of Effect Damage (AOEDamage) now supports dynamic data injection via CVars. You can now pass variables directly (e.g., damage="@Cvar_name"). The parameters currently supporting dynamic data input include: Damage, Scale, Radius, Force, Zone Lifetime, Zone Damage, and Zone Tick Rate.
⬇️ Nexus でダウンロード
アーカイブ CustomActionFramework V1.1.1 v1.1.1
📦 17.7 KB ⬇️ 190
更新履歴(changelog)
V1.1.1Date: 04/17/2026[Bug Fix] Lingering Zone Airborne Stacking: Fixed an issue where persistent lingering zones would still stack in mid-air even when the snap-to-ground parameter was enabled. The system will now perform a 20-meter downward raycast from the impact coordinates to find valid, attachable ground terrain before spawning the zone.[Feature] Weapon Fusion Projectile Zones: Projectiles in the Weapon Fusion System now support generating lingering persistent zones upon impact. For parameter implementation, please refer to the Developer Guide, or simply add the prefix CAF_ to the relevant zone parameters (e.g., set CAF_ZoneLifetime="5" to enable the zone field).[Feature] MinEvent Projectile Hit Detection: Projectiles spawned via MinEvents (trigger_effect) now fully support raycast hit detection. You can now trigger secondary actions when these projectiles hit enemies (such as applying buffs, restoring health, or triggering chain-reaction projectiles).[Feature] Dynamic Data for AOEDamage: Instant Area of Effect Damage (AOEDamage) now supports dynamic data injection via CVars. You can now pass variables directly (e.g., damage="@Cvar_name"). The parameters currently supporting dynamic data input include: Damage, Scale, Radius, Force, Zone Lifetime, Zone Damage, and Zone Tick Rate.
⬇️ Nexus でダウンロード
旧バージョン README CAF DevelopmentGuide_V1.1.1 v1.1.1
📦 139.6 KB ⬇️ 16
更新履歴(changelog)
V1.1.1Date: 04/17/2026[Bug Fix] Lingering Zone Airborne Stacking: Fixed an issue where persistent lingering zones would still stack in mid-air even when the snap-to-ground parameter was enabled. The system will now perform a 20-meter downward raycast from the impact coordinates to find valid, attachable ground terrain before spawning the zone.[Feature] Weapon Fusion Projectile Zones: Projectiles in the Weapon Fusion System now support generating lingering persistent zones upon impact. For parameter implementation, please refer to the Developer Guide, or simply add the prefix CAF_ to the relevant zone parameters (e.g., set CAF_ZoneLifetime="5" to enable the zone field).[Feature] MinEvent Projectile Hit Detection: Projectiles spawned via MinEvents (trigger_effect) now fully support raycast hit detection. You can now trigger secondary actions when these projectiles hit enemies (such as applying buffs, restoring health, or triggering chain-reaction projectiles).[Feature] Dynamic Data for AOEDamage: Instant Area of Effect Damage (AOEDamage) now supports dynamic data injection via CVars. You can now pass variables directly (e.g., damage="@Cvar_name"). The parameters currently supporting dynamic data input include: Damage, Scale, Radius, Force, Zone Lifetime, Zone Damage, and Zone Tick Rate.
⬇️ Nexus でダウンロード
旧バージョン CustomActionFramework V1.2.1 v1.2.1
📦 21.6 KB ⬇️ 241
更新履歴(changelog)
Custom Ranged Framework & Weapon Fusion System
[Overview]
This update introduces a major overhaul to the Custom Ranged Weapon Framework (Weapon Fusion System). Firearm actions now support simultaneous Projectiles and Instant AOE Damage. This allows for "true" AOE shotguns or specialized weapons.
Tip: By setting AOE damage to 0 and only attaching particles, this system can be used to create fully custom, high-fidelity muzzle flash effects.
[New Features]
Dual-Track Ammo Recognition System: Introduced CAF_Proj_Ammo and CAF_AOE_Ammo parameters. The system now dynamically decides the firing logic based on ammo type: trigger a projectile only, a muzzle AOE blast only, or both simultaneously.
Dismemberment Support: Instant AOE now includes a dismemberment chance parameter. You can now trigger dismemberment effects just like vanilla explosives. (Refer to the Dev Guide for parameter details).
Custom Damage Types: You can now define specific damage types for any effect (e.g., Bashing, Piercing, Slashing). This ensures correct armor penetration and damage calculation logic.
Kill & XP System Fix: Resolved a critical issue where custom damage effects failed to track kills or award experience. All custom kills now correctly provide XP and progress quests.
[Technical Fixes & Optimization]
Spatial Positioning Reconstruction: Completely refactored the coordinate offset mechanism. All physical checks are now calculated within the Absolute World Coordinate System, fixing the "hitbox drift" issue that occurred after moving long distances.
Event Trigger Lock: Added a time-based MinEvent cooldown (Default: 0.1s). When a custom firearm hits a massive crowd with AOE, the system limits the reporting frequency of onSelfPrimaryActionRayHit. This prevents audio clipping/popping and infinite logic loops caused by recursive buff stacking.
Redesigned Damage Formulas:
Formula: Final Damage = (Weapon Base Damage * Multiplier) + Flat Bonus.
Independent Scaling: Projectile and AOE scali…
⬇️ Nexus でダウンロード
旧バージョン README CAF DevelopmentGuide_V1.2.1 v1.2.1
📦 166.0 KB ⬇️ 15
更新履歴(changelog)
Custom Ranged Framework & Weapon Fusion System
[Overview]
This update introduces a major overhaul to the Custom Ranged Weapon Framework (Weapon Fusion System). Firearm actions now support simultaneous Projectiles and Instant AOE Damage. This allows for "true" AOE shotguns or specialized weapons.
Tip: By setting AOE damage to 0 and only attaching particles, this system can be used to create fully custom, high-fidelity muzzle flash effects.
[New Features]
Dual-Track Ammo Recognition System: Introduced CAF_Proj_Ammo and CAF_AOE_Ammo parameters. The system now dynamically decides the firing logic based on ammo type: trigger a projectile only, a muzzle AOE blast only, or both simultaneously.
Dismemberment Support: Instant AOE now includes a dismemberment chance parameter. You can now trigger dismemberment effects just like vanilla explosives. (Refer to the Dev Guide for parameter details).
Custom Damage Types: You can now define specific damage types for any effect (e.g., Bashing, Piercing, Slashing). This ensures correct armor penetration and damage calculation logic.
Kill & XP System Fix: Resolved a critical issue where custom damage effects failed to track kills or award experience. All custom kills now correctly provide XP and progress quests.
[Technical Fixes & Optimization]
Spatial Positioning Reconstruction: Completely refactored the coordinate offset mechanism. All physical checks are now calculated within the Absolute World Coordinate System, fixing the "hitbox drift" issue that occurred after moving long distances.
Event Trigger Lock: Added a time-based MinEvent cooldown (Default: 0.1s). When a custom firearm hits a massive crowd with AOE, the system limits the reporting frequency of onSelfPrimaryActionRayHit. This prevents audio clipping/popping and infinite logic loops caused by recursive buff stacking.
Redesigned Damage Formulas:
Formula: Final Damage = (Weapon Base Damage * Multiplier) + Flat Bonus.
Independent Scaling: Projectile and AOE scali…
⬇️ Nexus でダウンロード
旧バージョン CustomActionFramework V2.0.0 v2.0.0
📦 89.9 KB ⬇️ 315
更新履歴(changelog)
A major architectural overhaul introducing a centralized firing HUB, performance-optimized snapshots, and a new Smart Weapon system with auto-recharging virtual ammo. The DevelopmentGuide will update later, due to the massive params (around 355 XML params).
⬇️ Nexus でダウンロード
旧バージョン ForModder_CAF_DevelopmentGuide_V2.1.0 v2.1.0
📦 1.5 MB ⬇️ 32
更新履歴(changelog)
V2.1.0
May 24, 2026
1. Smart weapon system is now live; the specific deployment plan has been updated in the guide.
The smart weapon system is officially launched. The visual appearance of the smart UI has also been optimized, making it much less obtrusive.
2. Various bug fixes.
3. Performance overhead optimization.
⬇️ Nexus でダウンロード
旧バージョン CustomActionFramework V2.1.0 v2.1.0
📦 356.9 KB ⬇️ 84
更新履歴(changelog)
V2.1.0
May 24, 2026
1. Smart weapon system is now live; the specific deployment plan has been updated in the guide.
The smart weapon system is officially launched. The visual appearance of the smart UI has also been optimized, making it much less obtrusive.
2. Various bug fixes.
3. Performance overhead optimization.
⬇️ Nexus でダウンロード
旧バージョン CustomActionFramework V2.1.1 v2.1.1
📦 6.3 MB ⬇️ 578
更新履歴(changelog)
New transparency & brightness controls for triggered VFX
Added particle_alpha and particle_brightness parameters for SpawnZone effects.
For custom projectiles, added particle_alpha and particle_brightness for the projectile itself, as well as hit_particle_alpha and hit_particle_brightness for the impact explosion.
These allow batch adjustment of effects without modifying the original Unity assets, effectively reducing visual clutter and light pollution caused by overlapping particles.
Usage example:
SpawnZone:
particle_alpha="0.3"
particle_brightness="0.6"
CustomProjectile:
particle_alpha="0.5"
particle_brightness="0.3"
hit_particle_alpha="0.5"
hit_particle_brightness="0.3"
Setting the values to 1 keeps the original default appearance.
CAF Random Affix Module (still developing)
This is an experimental module still under development and not yet officially released.
It is planned as a major feature for version V2.5.0, inspired by ARPGs like Diablo and Path of Exile. Players will be able to reroll, enchant, extract, and lock affixes on weapons.
The core logic is already implemented, leveraging CAF’s 300+ custom parameters, and it supports vanilla passive affixes.
Warning: Because of potential conflicts with other affix-related mods, do not manually enable this module in important saves — doing so may corrupt your save files.
⬇️ Nexus でダウンロード
アーカイブ ForDevelopers_CAF_V2.3.0_English_XML_Guide v2.3.0
更新履歴(changelog)
Game Compatibility
Updated the public CAF Base framework for 7 Days to Die V3.0.1.
Existing CAF XML projects can continue using MinEventAction and HUB integration.
Older CAF folders and DLLs should be removed before installing V2.3.0.
Runtime and Performance
Added prefab preloading and caching to reduce visual-effect loading pauses during combat.
Moved chained projectiles and selected batch effects to budgeted, multi-frame spawning.
Improved lifecycle management for projectiles, homing effects, impact effects, persistent Zones, lasers, and Smart Weapon state.
Improved cleanup when firing stops, weapons are switched, effects expire, entities are removed, or ammunition is depleted.
Reduced unnecessary updates and residual objects during high-frequency combat effects.
Production builds now keep high-frequency diagnostic logging disabled by default.
HUB and Snapshot System
Expanded the HUB Snapshot interface so third-party DLL modules can contribute weapon data without being built directly into CAF Base.
Preserved ammunition-based template routing through CAF_Templates.xml.
Improved Snapshot rebuilding when weapons, ammunition, or installed modifiers change.
Retained dynamic numeric values through supported @CVar, _add, and _mult properties.
Existing CustomRanged, DynamicRanged, Laser, and ContinuousLaser templates remain supported.
Firing Modules
Improved CustomRanged projectile, homing, piercing, splitting, chain, HitBox, AOE, and persistent-Zone handling.
Improved DynamicRanged cadence, acceleration, recovery, spread, audio, and firing-state cleanup.
Improved Laser piercing, chained targeting, origin effects, hit effects, and Zone payloads.
Improved ContinuousLaser tick processing, muzzle following, ammunition handling, and beam cleanup.
MinEventAction Systems
Consolidated AOEDamage support for sphere, box, and cone entity damage.
Expanded CustomProjectile support for homing, curve steering, piercing, splitting, chained projectiles, swept HitBox collision, RayHit ev…
⬇️ Nexus でダウンロード

MOD 解説

CAFは、XML設定を通じて複雑なスキルやエフェクトを作成できる一方で、CPU負荷を最小限に抑えます。また、ARPGスタイルの戦闘メカニクスをサポートするため、基盤となる投射物および範囲攻撃(AoE)のロジックを書き換えます。

原文(英語)を表示

CAF enables the creation of complex skills and effects via XML configuration while minimizing CPU load. It rewrites the underlying projectile and area-of-effect (AoE) logic to support ARPG-style combat mechanics.

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