promotional bannermobile promotional banner

Zephyr - Ninja Mobility and Movement Mechanics (Glider, Grapple, Vanish, Wall Jump, Zipline, Dash/Dodge, Double Jump)

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.

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)