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:
ADDITIVEMULTIPLYSTATIC
- modifiers are applied through an encapsulated
apply(...)flow instead of ad-hoc math in callers.
- supported modifier types:
- 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
AmmoRegistryfor 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
HitDamageMultiplierstoHitDamageModifiers. - Hit-part damage configuration now uses
DamageModifierobjects instead of raw multiplier numbers:HeadBody*/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.
GunSettingsdamage configuration now distinguishes between:DamageModifierfor one overall damage adjustment;DamageModifiersfor 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
HitDamageMultiplierstype. - Legacy raw-number hit damage multiplier format.
- Legacy
DamageMultiplierskey.
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.

