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GlymeraCompanion

Recruit wild NPCs as loyal companions! They follow you, defend you in combat, and persist across sessions. Over 80 recruitable creatures with /gc commands. Transfer companions between players.

File Details

GlymeraCompanion-9.0.0.jar

  • R
  • Apr 15, 2026
  • 96.16 KB
  • 266
  • Early Access

File Name

GlymeraCompanion-9.0.0.jar

Supported Versions

  • Early Access

GlymeraCompanion - Changelog

v9.0.0 (2026-04-15)

New Features

  • Glymera Sword Recruitment: Companions are now recruited by hitting wild NPCs with a craftable Glymera Sword (Arcanebench recipe). Replaces the old /gc recruit command for a more immersive experience.
  • Custom Sword Item: New "Weapon_Sword_Glymera" item with custom texture, embedded in the JAR asset pack. Recipe can be disabled in config (swordCraftable: false).
  • Configurable Sword Behavior: swordConsumeOnUse option (default: false) to optionally consume the sword on each recruitment.

Changes

  • Removed /gc recruit command (replaced by sword mechanic)
  • Added recruitItem, swordCraftable, swordConsumeOnUse to config

v8.0.0 (2026-04-12)

New Features

  • Interactive UI Page: /gc now opens a visual companion management page instead of showing text help. Players can call, dismiss, and release companions with clickable buttons.
  • Companion Cards: Each companion is displayed as a card showing name, type, appearance, and status (Active/Idle/Dead with cooldown timer).
  • Live UI Updates: After any action (call/dismiss/release), the page automatically reopens with updated state.

Technical Details

  • Uses InteractiveCustomUIPage<CompanionEventData> with BuilderCodec for event handling
  • Templates: CompanionPage.ui, CompanionCard.ui, BasicTextButton.ui (embedded in JAR)
  • Status-colored labels: green (active), yellow (idle), red (dead/cooldown)
  • Max active check prevents calling when at limit (button shown as disabled)

v7.0.0 (2026-04-06)

New Features

  • Offense System: Companions now join attacks when the owner hits a mob. Previously, companions only reacted defensively (when owner or companion took damage). Now they proactively assist when the player initiates combat.

Technical Details

  • Added CompanionOffenseSystem (ECS EntityEventSystem<EntityStore, Damage>)
  • Checks if Damage source is owner player and target is a non-player entity
  • Sets all active fighting companions' LockedTarget to the attacked mob
  • Uses same combatUntil timeout logic as existing DefendSystem (10s default)
  • Registered alongside existing DefendSystem and SelfDefenseSystem in setup()

All 3 Combat Systems

  1. CompanionDefendSystem - Owner takes damage → companions attack the attacker
  2. CompanionSelfDefenseSystem - Companion takes damage → fights back
  3. CompanionOffenseSystem (new) - Owner attacks mob → companions join the fight

v6.0.0 (2026-03-30)

  • Previous release (defensive-only combat)