File Details
Zephyr-0.1.0.jar
- R
- Feb 19, 2026
- 498.39 KB
- 152
- Early Access
File Name
Zephyr-0.1.0.jar
Supported Versions
- Early Access
- 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)

