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Progressive Mechanics Library project artwork

CurseForge · Minecraft mod

Progressive Mechanics Library

Library mod aimed to allow mod creators for deep control over damage mechanics.

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Quick answer

Which Progressive Mechanics Library release should I use?

Updated 10 days ago
Latest stable file pml-1.0.5b-all.jar
Game version 1.20.1
Loader Forge

Progressive Mechanics Library pml-1.0.5b-all.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Progressive Mechanics Library required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Progressive Mechanics Library pml-1.0.5b-all.jar need?

pml-1.0.5b-all.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Progressive Mechanics Library without breaking your instance.

Built for Progressive Mechanics Library pml-1.0.5b-all.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use pml-1.0.5b-all.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside pml-1.0.5b-all.jar. It opens that exact file at the source.

About this project

What does Progressive Mechanics Library add?

This is a library mod aimed to allow my mods and other mods have great control over damage and some combat mechanics
By default this mod does this
Modifies damage type done when landing a critical strike, allowing mods to easily track down if an attack is a critical hit. Damage type is "pml:player_critical"
Modifies damage type done when dealing a sweeping attack. Damage type is "pml:sweeping_damage".

For Mod developers
It adds a new way to register and add damage bonuses and reductions alongside making this work with First Aid Mod to allow control over damaged bodyparts

The DamageControl class is a core component. It provides a structured way to modify, control, and calculate damage values before they are applied in the game.

This system allows for multiple modifiers, including flat bonuses, percentage-based bonuses, and reductions from armor, enchantments, and special mechanics.


🔧 How It Works:

  • The system starts with raw base damage.

  • It applies weapon-specific scaling (reducing damage before further calculations).

  • Base bonuses are applied first (flat and percentage-based).

  • Additional bonuses are applied next (flat and percentage-based).

  • The system calculates reductions (armor, enchantments, special reductions).

  • The final damage is stored and can be retrieved or modified in LivingDamageEvent.


📊 Breakdown of Variables:

🛠️ Modifiers for Increasing Damage

Variable Description
baseFlatBonus Flat bonus added before percentage multipliers (e.g., +10 damage).
basePercentBonus Percentage-based increase applied before other calculations (e.g., 1.2 multiplier).
flatBonus Flat bonus added after base bonuses (e.g., +5 damage).
percentBonus Percentage-based increase applied after base calculations.

🛡️ Modifiers for Reducing Damage

Variable Description
weapondamagecontrol Controls weapon-based scaling before all calculations.
armorReduction Damage reduced due to armor (handled separately).
enchReduction Damage reduced due to enchantments (handled separately).
specialReduction Directly reduces final damage, so it must be used carefully.

📌 Original Values for Reference

Variable Description
originalDamage Stores the final damage after all calculations, ready for LivingDamageEvent.
originalAbsorption Stores the absorption value before modifications.

🛠️ Key Methods

  • 🛡️ getArmorReduction() ``✅ Returns: The amount of damage reduction due to armor. 💡 Usage: This value is set by setArmorReduction(float value) and represents the amount of damage blocked by armor-based mechanics`` (e.g., vanilla armor calculations or custom armor effects from other mods).

  • 🔮 getEnchantmentReduction()✅ Returns: The amount of damage reduction caused by enchantments. 💡 Usage: This tracks how much defensive enchantments (such as Protection or custom enchantments) reduce the final damage. Mods can use this to balance enchantment effects or display them in tooltips.

  • ⚠️ getSpecialReduction()✅ Returns: The amount of direct damage reduction applied through special mechanics. 💡 Usage: This is the most powerful form of damage reduction, as it is subtracted at the very end of the damage calculation. Mods should use this carefully because it can completely negate damage if too high.

    📌 First Aid Mod Compatibility System

    ``

    This system integrates with the First Aid mod, which modifies how damage is handled by introducing body-part-specific injuries. The following code helps track which body part was damaged when using the First Aid mod and ensures compatibility with the DamageControl system.

Adds a new Event FirstAidHurtEvent, works as LivingHurtEvent but keeps track of equipmentslot pieces.

grants access to damage modification and the method

getDamagedSlot() returns the equipment slot damaged before armor and enchantments have been calculated when First Aid is added.

🛠️ Key Methods

🔍 getDamagedBodyPart(Player player)

Purpose: Retrieves the body part that was damaged. Returns a EquipmentSlot var corresponding to the bodypart damaged.
💡 Usage:

  • This method should only be used during LivingDamageEvent and when First Aid is present.

    This mod also fixes issues related to SpartanWeaponry conflictive behaviour with many different mods including this one.
    One example of use is inside the mod Forgotten Nunchakus.

Project description from CurseForge.

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Progressive Mechanics Library by Minecraft version and loader

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3 available setups

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Recent files

Progressive Mechanics Library versions and loaders

9 of 9 releases match

Looking for an older file? The official CurseForge project page is in Resources.