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1.0.2
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Without Honor: NPCs, Update 1.0.2
Well, well, well... Whatβs new here... Figura support has been added. The versionβs cover image shows an example of what you can make or add with it. The Demon Girl is from the official Figura server, made by player PirateSee (go check it out and grab it - itβs a cool model). Iβve updated TaCZ support to the latest version and added 1.21.1 support while I was at it. Lots of improvements went into the daily schedule (give it a try and share your feedback - thereβll probably be more), the Look screen got reworked, the Voice screen got reworked, cape support has been added, and combat now has on-hit effects and a damage limit. And a whole lot more awaits the brave below. All in all, pretty cool.
I also set up a Discord Server - feel free to join if you're interested.
Before you update
- The network protocol is new: the client and the server both have to be on 1.0.2.
- TaCZ has to be 1.2.0 or newer.
- Leads are now off by default. NPCs that were leashed in an old world are let go, and the lead drops next to them. You can allow leads in the Following window.
Combat
- On-hit effects. A new button on the Combat tab: the NPC applies effects when its hit or shot lands. Up to eight lines: effect, level, duration, chance, which hit, on the target or on itself. There are templates. A shield blocks the effect; Iron's Spells and TaCZ guns don't trigger on-hit effects.
- Damage limit. A new field in Creature quirks: the NPC never loses more than this to one hit. Falls, fire, drowning and /kill aren't limited.
- Values above the usual limit. With AttributeFix or another mod that raises attribute limits, an NPC's health, damage and armor can go up to 1,000,000. Without the mod the number stays in the profile, but the field turns red and names the server limit.
π Looks
- Position. A button on the Look tab opens a panel at the bottom of the screen. It moves and turns the NPC itself, through blocks too: seat it on a chair, lay it in a bed, stand it on a ledge. Every key is listed under the ? in the title.
- Gravity. A checkbox in the same panel. Without it the NPC hangs where you put it.
- Model mode (Tab in the panel) tilts and raises only the picture, while the hitbox stays put.
- Model look. A new window: shadow, visible body parts, transparency, the skin's second layer, scale and Hitbox follows scale. You can hide the body, whole or part by part, while armor and items stay: that's how you get a ghost or a living suit of armor.
- Capes. Skin library has a new Capes mode: your own PNG, a player's cape by name, or a link.
- Pose tab is now called Look. The rotation, offset and scale fields moved to the Position panel and Model look. The old model offset is carried over with the Move into NPC button.
Voice and sounds
- The Voice row on the Profile tab: the NPC's own sounds for twelve moments (speech, greeting, farewell, pain, death, entering combat, trade and more). Each moment has its own sounds, pitch, volume, chance and cooldown. There are templates: Villager, Pillager, Witch, Piglin and others.
- NPC voices now follow the Voice/Speech slider in Sound settings.
Daily schedule
- Up to 48 points instead of 10. The list scrolls, and the active point is highlighted.
- Point menu (the β― button or a right-click on the row): settings, variants, copying the activity and spot, templates, seating on a block.
- If it can't get there. An NPC that can't reach its point waits, or teleports there after a set time.
- Point variants. Up to eight places for the same time. Each NPC picks its own.
- Time spread. NPCs don't leave on the dot, each one at its own minute.
- Spot in radius. The NPC stands on the point itself or at a random spot nearby.
- Seat on a block. Click a stair, a slab or a chair with the feather, and the NPC will sit on that block.
- Spot templates. You can save a point's activity and spot and give them to any point of any NPC.
- Walking range. An NPC can walk to a far point (up to 160 blocks) as long as a player is nearby. The default is the old behavior: beyond 24 blocks it teleports.
- NPCs walk to the point itself. The radius is now a margin: the NPC stops within it only if the point is taken or out of reach.
- NPCs now reach a point that takes a long way around or sits at the top of stairs, instead of standing under it.
- Head still now means completely still. A sitting NPC no longer spins on its chair after the player.
- NPCs don't plan a path through blocks they don't fit into: dripstone, cocoa, azalea bushes.
Trading
- Trade conditions. A new button in the Trading window: conditions for all of the NPC's offers at once, future ones included. Trading doesn't open until they're met.
- Offer menu (right-click the row or the β¦ button): copy and paste conditions, paste into all, duplicate, clear. Copied conditions can go to another NPC too.
- Editing conditions or XP no longer resets players' purchase limits.
- An NPC without a dialogue whose offers are all closed by conditions now answers a right-click with Nothing to trade yet.
Following and leads
- Lead. A new row in the Following window: who can put the NPC on a lead: nobody, the leader, or anyone. On a lead the NPC walks with the holder, and at a fence it stays close. Reactions have a new Lead event.
- The Following window no longer has the Companion and Mercenary presets. The checkboxes are grouped by meaning.
Lists and commands
- Namesakes. Every NPC has a short code. /whc commands accept Name#code. When several NPCs share a name, the chat shows a list: click the one you mean.
- All NPCs in the world. /whc tp without a name, or the eye button in the NPC editor, opens a window with every NPC: search, filters, teleport, opening the editor.
- The Global NPCs window works the same way. Off in a row asks for confirmation.
- /whc remove is confirmed with a click in chat.
- The Relocation Staff and /whc move also move the respawn spot.
Compatibility
- Figura (0.1.6 or newer). Model type on the Look tab puts a Figura avatar on the NPC: your current one or one from a folder. The server sends the avatar to players with Figura, and everyone else sees the skin. NPC avatar permissions and the on/off switch are in the client settings.
- 3D Skin Layers (1.11.4 or newer). The second skin layer on NPCs is 3D, like on players.
- TaCZ on NeoForge 1.21.1. NPC guns now work there too, just like on Forge 1.20.1.
Performance
- Dialogue images and skins no longer pile up in memory for the whole session.
- NPCs in combat don't look for a path every tick to a target they can't reach.
- Skins are decoded in the background, so the game doesn't stutter near a crowd of NPCs with HD skins.
- Arm and leg bends aren't worked out for far NPCs. The distance is a client setting, 48 blocks by default.
- The NPC editor, preset lists and dialogue lists open faster.
- Refresh in the dialogue list no longer stalls a server with thousands of dialogues.
All this (and more) has been fixed:
- In Emotecraft emotes where the item leaves the hand and moves on its own, it stayed glued to the NPC's hand.
- The NPC played its death cry when a totem saved it.
- Provocation counted one TaCZ bullet as two hits.
- Choose NPC on the trigger block showed only the 64 nearest NPCs. Now it shows up to 2000.
- The global schedule didn't move clones the server hadn't seen loaded yet, and stopped moving a lost NPC until a player came near it.
- Teleporting to an unloaded NPC landed where the NPC stood a few seconds earlier, and /whc bring could fail to find it.
- With many dead NPCs, the graveyard could lose one that was waiting to respawn.
- The Sound step didn't play resource pack sounds.
- After a long-distance teleport to a point, the NPC ended up inside a block.
- A schedule time that couldn't be read silently became 00:00.
- On the Factions tab, factions past the sixteenth couldn't be selected.
- List windows (Reputation, NPC faction, NPC voice, disguise, Skin library and others) could crash the game if you scrolled up at the top of the list and clicked right away.
- The wheel didn't scroll the Hostile factions window.
- The scrollbar in NPC Auto-Spawner didn't scroll its lists.
- If the trade action reached a player who already had the trading window open, purchases could stop counting toward the limit.
- An everyone deal limit could be exceeded when two players bought from different clones of the same NPC at once.
- At a Wander point with a large radius, the NPC sometimes vanished and reappeared at the center of the point.
- With mobGriefing = false, an NPC's TaCZ rocket or grenade vanished in glass without exploding.
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:LInZuarI"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3LQpsHg:LInZuarI"
}

