HyWeaponVariants-0.0.6.jar
What's new
Version 0.0.6
New: Critical hits
- Critical damage — When a hit is a critical hit, the weapon’s Critical Damage variant multiplier is now applied to the damage amount (when the weapon has that variant). Config:
scaleCriticalDamageVariant(defaulttrue); set tofalseto leave crit damage unchanged. - Critical chance — Weapons with the Critical Chance variant can trigger extra crits: effective chance =
baseCritChance× weapon Critical Chance multiplier (capped at 100%). On success, the hit is treated as a crit (crit damage applied + optional toast). Config:baseCritChance(default0.1). Toast usesshowToastNotifications.
New: Effect ID overrides
- effectIdOverrides — New config option to map logical effect names to your game’s EntityEffect asset IDs. Use when the game uses different IDs than the mod expects (e.g. Bleed → Hemorrhage, Heal → Healing). Example in config:
effectIdOverrides: { "Bleed": "Hemorrhage", "Heal": "Healing" }. Keys are theeffectIdfromonHitEffectsorlifestealVisualEffectId; values are the exact asset ID to look up. Fixes “effect asset not found” for Bleed/Life Steal visual when your server uses different effect names.
Fixes & improvements
- Bleed / Heal — When the primary effect ID (e.g. Bleed, Heal) is not found in game assets, the mod now tries the override from
effectIdOverridesbefore failing. Use this if your game uses “Hemorrhage” for bleed or “Healing” for the Life Steal visual. - Debug log noise — Reduced repetitive debug messages: removed “Hit: no specialAttack in root”; “EnsureVariant: already has variant” only logs when migration actually applies; container/variant logs only when something changed; Salvager cache log header no longer spams every scan.
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