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0.9.9
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Without Honor: NPCs, Update 0.9.9
To put it briefly, this update made everything a little bit better and more convenient. Going forward, expect more compatibility with popular mods and - maybe - a 1.21.1 version? We'll see. Also, thank you for over 3,000 downloads across the platforms and for all the feedback you leave in the comments <3
Dialogues
- Node attachments. The "Photo" button is now Attachments: besides images, a node can carry a book and a map. Pick them straight from your inventory (offhand included) - only written/writable books and filled maps are accepted. In the dialogue they show up as small chips under the NPC's text. A "take back" slot gives you a copy of the book or map if you ever lose the original.
- Choice icons. Every player reply can have a small 8Γ8 icon: agree, refuse, question, exclaim, anger, heart, smile, sad, trade, fight, leave, gift, wait, home, star, secret. Pick it in the reply editor.
- Reply editor. Reply text is now a button that opens a proper editor with the formatting toolbar. In-game replies wrap to two lines with "β¦" and a full-text tooltip; the editor warns live when a reply won't fit.
- Text animation. A new "AaβΈ" button next to Glossary turns on typewriter-style text for a node with adjustable speed (chars/sec). Click, Space or Enter reveals everything at once. New nodes inherit the setting from the node you're on.
- "Test" is now "In game". Instead of a fake local preview, the real dialogue opens with the NPC in a dry-run: conditions count as met (breakable buttons still break), no actions run, nothing is written to your progress, and a yellow TEST banner is shown. The dialogue is saved automatically before opening.
- Validation got seven new rules: goto to a missing dialogue, inverted "breakable", images without a file, music that needs a mod/Etched, replies longer than two lines, monologue pages that won't fit, broken or oversized books. Results now wrap and scroll.
- Monologue.
@NPCworks for both name and portrait ({npc}still understood), tooltips for Name/Portrait, formatting toolbar for page text, an overflow warning with a Split button, automatic pagination in-game, page reordering and a numbered page list.
World
- Redstone triggers. Trigger blocks can fire from a redstone signal and can emit a signal of their own for a set number of ticks. Without a player in range only player-independent actions run (say, emote, wait). Should've added it right away, but I only got around to it now, heh.
- Spawner editor got tidied up.
Pets
- Edit health, speed and jump within vanilla ranges (pencil next to "Stats"), reset to species defaults, put horse armor on a horse and a saddle on any rideable pet - all visible in the preview.
- The Pets button now lives in the Behavior tab.
And a few other small things.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:z3LQpsHg:KevcSqC9"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3LQpsHg:KevcSqC9"
}

