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Hyguns Plugin

The Hyguns Plugin is a mod designed to help you add complex systems to your weapon mods with no code from you

File Details

HygunsPlugin-3.6.1

  • R
  • Mar 15, 2026
  • 2.46 MB
  • 4.2K
  • Early Access

File Name

HygunsPlugin-3.6.1.jar

Supported Versions

  • Early Access

Changelog v3.6.1

Added

  • Generic damage modifier support through DamageModifier:
    • supported modifier types:
      • ADDITIVE
      • MULTIPLY
      • STATIC
    • modifiers are applied through an encapsulated apply(...) flow instead of ad-hoc math in callers.
  • New root-level weapon/ammo override field:
    • DamageModifier
    • intended for a single final damage adjustment before hit-part modifiers are evaluated.
  • Shared ammo ordering helper in AmmoRegistry for consistent rarity-based ordering.
  • Auto-guidance target selection by entity effect:
    • auto-guided projectiles can prioritize nearby entities that have a configured effect id;
    • if no matching marked target is found, guidance falls back to the normal nearest target inside the lock cone.

Changed

  • Hit damage handling was generalized from HitDamageMultipliers to HitDamageModifiers.
  • Hit-part damage configuration now uses DamageModifier objects instead of raw multiplier numbers:
    • Head
    • Body
    • * / Fallback
  • Ammo selection UI now sorts compatible ammo entries by quality from lower rarity to higher rarity instead of showing them in a mixed order.
  • Default ammo resolution now reuses the same ammo ordering logic as the ammo selection page.
  • GunSettings damage configuration now distinguishes between:
    • DamageModifier for one overall damage adjustment;
    • DamageModifiers for hit-part-specific damage rules.
  • Auto-guidance configuration now supports an effect-based target selector through AutoGuidance.EffectId.

Format Changes

Root damage modifier

Use DamageModifier when you want one final modifier applied to the weapon or ammo damage value:

{
  "DamageModifier": {
    "Type": "MULTIPLY",
    "Value": 0.5
  }
}

Hit-part damage modifiers

Use DamageModifiers when you want different behavior for head, body, or fallback hits:

{
  "DamageModifiers": {
    "Head": {
      "Type": "MULTIPLY",
      "Value": 1.5
    },
    "Body": {
      "Type": "MULTIPLY",
      "Value": 1.0
    },
    "*": {
      "Type": "MULTIPLY",
      "Value": 1.0
    }
  }
}

Auto-guidance effect targeting

Use AutoGuidance.EffectId when guided ammo should first try to lock onto targets marked with a specific entity effect:

{
  "AutoGuidance": {
    "Enabled": true,
    "EffectId": "MarkEntity",
    "ConeDegrees": 45.0,
    "MaxDistance": 200.0,
    "TurnRate": 80.0
  }
}

Behavior:

  • if at least one valid target with the configured effect is inside range, the projectile picks the nearest one;
  • otherwise it falls back to the normal lock-cone targeting logic.

Removed

  • Legacy HitDamageMultipliers type.
  • Legacy raw-number hit damage multiplier format.
  • Legacy DamageMultipliers key.

Fixed

  • Ammo override damage modifiers can now express zero damage cleanly through DamageModifier.
  • Ammo selection ordering is now deterministic and easier to scan when many compatible ammo types are available.