A movement mod that overhauls Hytale's base movement, introducing high-level mobility mechanics such as gliding, wall jumps, double-jumps, dashes/dodges, grappling hooks, ziplines, and velocity based damage scaling.
/zephyr: command for players to see configuration settings
/zephyr settings: command for admins to configure settings and update them live
If you encounter any issues, please create a ticket on the discord server or send me a curseforge dm.
Features:
Dash/Dodge (Ability 2 of Karambit)
Can choose to dash, roll, twirl, or flip
When dashing and getting hit during the invincible duration, an animation will be played based on which part of your body recieved the hit
Dash distance is determined by which karambit you are holding (Short, Standard, Further)
Double Jump (Ability 3 of Karambit)
Double jump towards any direction you are looking at
Performs a flip when triggered
Wall Jump (Guard Bash of Karambit)
Look at a wall and guard bash it while in the air to wall jump
Wall jump is primarily velocity/momentum based, so it will look like a reflection of your momentum against the wall
Grapple (Signature of Karambit)
Press A or D when the grapple lands and you will swing sideways
Press S upon the grapple landing on a movable entity and you will pull it towards you
Any other movement key combination will result in you getting a one-shot tug force towards the grapple (doesn't not continuously pull you)
Grapples can be broken by players or yourself by simply attacking it so you will lose that activation
Zipline (Universal Interaction)
Press Interact while near a zipline to get on it
Press Interact while on a zipline to dismount towards the direction you are looking at plus a bit of upwards force
You can jump off a zipline and reattach to any zipline (including itself)
If you enter from the middle sections of the zipline, the direction you are inputting determines where you will travel towards
Velocity Amplified Damage
Damage dealt (Karambit Basic Primaries only by default) scales off of your movement speed at the time of hitting the entity (Ex. Grapple -> Hit, Fall -> Hit, Dash -> Hit)
Kunai Barrage (Signature of Kunai)
Activate to dash and go invisible, summoning orbiting kunais around your initial location
Damage an entity (ranged, physical, etc.) to become visible and launch all kunais towards this entity
Kunais deal damage to all entities it passes through
Vanish (Ability 2 of Kunai)
Vanish and reposition, confusing NPCs
Teleport (Ability 3 of Kunai)
First Cast: toss your kunai towards a direction
Second Fast: if kunai has not touched anything (entity, block, etc.), teleport to the kunai location
Information For Modders:
You will be able to use some of these interactions in your mod (.jar mods only) by simply inserting the interaction on to your item/weapon of choice after checking that this mod exists in the mod folder. Now, your weapon will have an updated and configurable-by-users interaction system!
Credits:
DragoKane (creator of Grappling Hook) for giving permission to reference his code. Please check out his mod if you want a terraria-like grapple rather than a quick one like mine!
StarkyMods (creator of Starky's Mjolnir) for providing the karambit and glider model. He makes amazing weapons with lots of special interactions!
Marck.A.A (creator of Zip Line Plugin) for providing direction/insight with ziplines. If you want a more realistic and polished zipline rather than an apex-legends movement inspired one please check his mod out!
The Zephyr - Ninja Mobility and Movement Mechanics (Glider, Grapple, Vanish, Wall Jump, Zipline, Dash/Dodge, Double Jump) Team
Adds a souls/RPG precision combat mechanic where if you block at the instant where you are supposed to take damage (perfect parry), you don't lose stamina, deflect some damage, and eventually stun the attacker upon exhausting their stamina.
Adds a souls-like/RPG combat mechanic where if you dodge at the instant where you are supposed to take damage, you don't take that damage. You can choose to roll, dash, twirl, or flip.
Adds a souls/RPG precision combat mechanic where if you block at the instant where you are supposed to take damage (perfect parry), you don't lose stamina, deflect some damage, and eventually stun the attacker upon exhausting their stamina.
Adds a souls-like/RPG combat mechanic where if you dodge at the instant where you are supposed to take damage, you don't take that damage. You can choose to roll, dash, twirl, or flip.