Links
Tags
Creators
Details
0.9.2
Compatibility
Changes

Without Honor: NPCs, Update 0.9.2
New actions
The big one this version - actions for story twists. A peaceful trader who turns out to be an enemy at just the right moment. A hooded stranger who reveals his real name after the quest. All of it is built right in the dialogue editor:
- Transformation. The NPC fully replaces its identity with an export file: name, skin, combat, dialogues, schedule - everything at once. Player progress and the NPC itself stay in place, and the export file is untouched. It works both ways: a second action with the old file turns him back. The "apply equipment" checkbox puts on the gear from the file.
- Attack player. The NPC immediately attacks the player it's talking to. Options: rally nearby faction mates and attack all players around - if a whole party came to the NPC, everyone gets a share. Requires a combat preset; a passive NPC won't fight.
- Profile. Changes name, title, skin or faction. Name and title get the same style-and-color toolbar as the Profile tab: select text and the panel pops up. An empty field changes nothing.
- Combat stats. Changes combat parameters: behavior preset, attack targets, health, damage, armor. There's a "heal to full" checkbox. An empty field means keep as is.
Example scene: the line "You betrayed the guild!" β Combat stats (Melee preset) β Transformation (the villain file, with equipment) β Attack player (with allies). Four clicks and the staged betrayal is done.
New condition: NPC health
Checks the NPC's health in percent. "HP below 30%" - and mid-fight he unlocks a line begging for mercy, or a boss second phase. An empty bound isn't checked.
Trigger block: bind an NPC
The trigger editor got an "NPC" row: pick an NPC of the world from a list (with search and distance sorting) - and the trigger's actions will target that NPC.
Export and import: now with equipment
Profile export takes everything from the Items tab with it: armor, weapons, cosmetic slots, arrows and Curios items. Import puts it all back on. The spawner too: NPCs from presets appear dressed. If an item comes from a mod that isn't installed, it simply drops out and the NPC arrives fine without it.
Schedule: arrival precision
The radius in a schedule entry now works for every pose, not just Wander. Set 0 - and the NPC stands exactly on the given block, no "somewhere nearby". Set 4 - he stops within four blocks. The radius column is visible for all rows and the field has a tooltip.
Pose preview: fully geared
The preview in the Pose tab shows the NPC with his armor, weapons and cosmetics - you can see right away how the pose sits with a weapon and armor instead of guessing from a bare skin.
Also fixed
- The NPC's head in the dialogue window no longer twitches or spins if he has a custom pose.
- Equipment put on an NPC by import is no longer wiped by the Save button in the editor.
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:wiyu5Fc2"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3LQpsHg:wiyu5Fc2"
}

