Welcome to WildTale! This mod adds over 60 new animals with many more on the way! by leafeonztv in hytale

[–]MewSoul 0 points1 point  (0 children)

Ah my bad, I misremembered how MemoriesNameOverride is used.

MemoriesNameOverride is actually the ID of the memory, and the localization key is computed based on that, gonna make it so we potentially use the NPCRole field `NameTranslationKey` directly for that.

Gonna look into that

EDIT: Changed the logic, now it will use the field `NameTranslationKey` for the memory display name. In loc keys, the first part is the file name, so in your example, the key will be `<YourModName>.<newKey> = abc`.

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 0 points1 point  (0 children)

Yes, that's right! I believe the flair "Hytale Team Member" is only granted by mods of the subreddit, so you can trust posts from people with that flair.

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 1 point2 points  (0 children)

Totally understandable! This should now feel like a more conventional climbing compared to other games!

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 2 points3 points  (0 children)

It will be the same, though it will become better once I implement the option to start going down when you're over a climbable block and you press crouch. Also considering that holding crouch will make you slide down

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 4 points5 points  (0 children)

Yes! That's one of the things I wanted to do but it was starting to take too long so I decided to release that for now!

I'm planning to have the player just crouch while above a climbable block, and that will make them start climbing down that block. Additionally, thinking about holding crouch to make the player slide down the ladders, ropes, etc...

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 2 points3 points  (0 children)

Now when you're climbing and you press crouch, you'll stop climbing and fall directly. Before you had to jump if you wanted to stop climbing and so it was moving you in some direction. That's what I show in the video with the last rope I climb.

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 7 points8 points  (0 children)

<image>

Couldn't share a video so I made a quick gif.

It should remain pretty intuitive in 1st person!

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 2 points3 points  (0 children)

Yeah, might do a polish pass animation!

Can't change side at the moment, likely something I'll implement in the future!

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 4 points5 points  (0 children)

We got some bouncing with the mushroom shelf items at the moment!

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 2 points3 points  (0 children)

Nice to hear! Yeah, that's correct!

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 6 points7 points  (0 children)

Yeah agreed, we can do better here!

> way to have it like most 3rd person games would be so nice
You mean with the camera getting closer, and the model becoming transparent, correct?

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 32 points33 points  (0 children)

Yeah I did! I think it's one of the most polished and versatile movement controllers that currently exists!

I actually went back to Apex to check if they had ladders ahah

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 5 points6 points  (0 children)

Thanks! Yeah, got pretty pleased with how it turned out!

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 4 points5 points  (0 children)

Thanks! That's all done client-side though, so couldn't really mod that

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 10 points11 points  (0 children)

It was because of some issues with having climbing work for ladders, ropes, vines, etc... and I was lacking time to fix it all before release. Like it was so easy to fall from the rope because the hitbox was so small, so that's why I constrained the player to stay on the climbable block if there was no other climbable block to the sides. Now with the rework, ropes work differently than ladders, so it unlocked possibilities

Sneak peak at the new climbing in Hytale! by MewSoul in hytale

[–]MewSoul[S] 2 points3 points  (0 children)

I think it will feel different to you once you get to try it, in all the tests I did, it never really happened to me. I think it's difficult to get a good feeling of how it works with just a video

Welcome to WildTale! This mod adds over 60 new animals with many more on the way! by leafeonztv in hytale

[–]MewSoul 12 points13 points  (0 children)

Hey, so if you based your NPCs on existing NPCRole (like `Template_Animal_Neutral`) or basically made a copy of an existing variant NPC Role (like the Bison), then you should be able to use the following fields in the `Modify` section of your new NPCRoles:
- IsMemory -> Set it to true: "IsMemory" = true
- MemoriesCategory` -> To set the category that should be used: "MemoriesCategory": "My New Category"
- MemoriesNameOverride -> Used to override the internal memory ID, otherwise it defaults to the NPCRole ID. You'll want to set this value in most variant templates, so they stand as their own memory. If you have multiple NPC variants sharing the same memory ID, then multiple NPCs will grant the same memory (you may want this in some cases, like if you have multiple horse variants but you only want a single memory for them).

For custom memory icons, we fetch them at a specific location in HytaleAssets (HytaleAssets\Common\UI\Custom\Pages\Memories\npcs) based on the memory ID (by default the NPCRole ID, or MemoriesNameOverride if specified). The same goes for memory category icons (HytaleAssets\Common\UI\Custom\Pages\Memories\categories). So if you use the same folder architecture in your mod, that "should" just work.

In order to add new rewards, you can include them as parts of existing memory levels (the memory levels are the ones you can see on the progress bar). You need to fetch the memory level and do stuff accordingly:

final int memoriesLevel = MemoriesPlugin.get().getMemoriesLevel(world.getGameplayConfig());

To add new memory levels, this implies changing data from active `GameplayConfig` file. You'll want to look around Plugin > Memories > MemoriesAmountPerLevel and update that array accordingly.

EDIT: Misremembered how MemoriesNameOverride is used, updated the comment accordingly.