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Gun Scaling

This mod adds Ranged Weapon API's ranged damage bonuses to Marium's Soulslike Weapon's guns

File Details

gun-scaling-2.1.0.jar

  • R
  • Mar 2, 2026
  • 37.74 KB
  • 289.8K
  • 1.20.1
  • Fabric

File Name

gun-scaling-2.1.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:gun-scaling-1456403:7700020"
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Changelog

[2.1.0]

Added

  • Power enchantment scaling for the Create Potato Launcher, matching the gun scaling math formula.
  • Fetch logic to check the player's main hand or off-hand for the PotatoCannonItem to determine the Power enchantment level before a potato hits an entity.
  • Reflection logic to dynamically fetch the power_enchantment_multiplier_per_level config value from ArchersMod (net.archers.ArchersMod). This gracefully defaults to an 0.08 value if the mod is not installed.
  • Configuration for accelerationCardScale (defaulting to 12.5% or 0.125f) inside GunScalingConfig under the matterCannon section.
  • Mixin functionality in MatterCannonItemMixin.java to count and apply the number of SPEED_CARD (Acceleration Cards) installed in a player's Matter Cannon.

Changed

  • Refactored PotatoProjectileMixin.java to inject damage modifiers before Entity.damage(...) is successfully executed.
  • Reworked the final damage formula for the Potato Launcher so that the Power calculation compounds multiplicatively: Final Damage = True Base Damage × Power Term × Attribute Multiplier.
  • Updated the Matter Cannon damage calculation to retrieve raw base damage by isolating AE2's built-in penetration.
  • Applied custom scaling formula for Matter Cannons: Current_Damage = Raw_Base_Dmg * (1 + attr / scaling) * (1 + Acceleration_Card_Multiplier * Acceleration_Card_Number).

Fixed

  • Built-in Create Mod power scaling logic. The PotatoProjectileEntity natively scales damage upwards by 1 + (Power Level * 0.2) internally before passing the value to the onEntityHit method. The mixin now intercepts this damage and mathematically reverses this 20% calculation by dividing the original damage by (1 + powerLevel * 0.2f) to return the true raw base damage before applying the custom scaling.