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GlymeraCompanion

Recruit wild NPCs as loyal companions! They follow you, defend you in combat, and persist across sessions. Over 80 recruitable creatures with /gc commands. Transfer companions between players.

v17.0.0 Hytale 0.6.x CharactersGameplayQuality of Life

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Description

GlymeraCompanion - Recruit NPCs as Your Personal Companions

Recruit wild NPCs with a Glymera Sword, build your personal squad, and fight together. Your companions follow you, defend you, and join your attacks. Manage them through a visual UI or chat commands.


What is GlymeraCompanion?

GlymeraCompanion lets you recruit almost any humanoid NPC in the game as a permanent companion. Hit a wild NPC with the craftable Glymera Sword to recruit it. Your companions follow you around, teleport to you when you get too far away, and fight alongside you in combat. Manage your squad through a visual UI page or classic chat commands.

Recruit, fight, conquer.


How It Works

  1. Craft a Glymera Sword at an Arcanebench — recipe: 1x Iron Sword + 1x Greater Essence of Life
  2. Find a wild NPC you want to recruit
  3. Hit it with the Glymera Sword - it joins your squad
  4. Open /gc to manage your companions through the UI
  5. Dismiss companions you don't need right now (they stay in your roster)
  6. Call them back whenever you want

Combat System

Your companions fight for you in three ways:

Trigger Behavior
You get hit All active companions attack your attacker
Companion gets hit That companion fights back
You attack a mob All active companions join the fight

Companions deal configurable melee damage with hit effects and sound. They return to following you after combat ends (10s timeout).


Commands

Command Who Description
/gc Everyone Open the companion management UI
/gc call <name> Everyone Summon a companion to your side
/gc dismiss <name> Everyone Send a companion away (stays in roster)
/gc release <name> Everyone Release a companion permanently (frees slot)
/gc list Everyone List all your companions with status
/gc status Everyone Show slot and cooldown overview
/gc transfer <name> <player> Everyone Give a companion to another player
/gc admin slots <player> <amount> OP Set companion slots for a player

Companion Management UI

Type /gc to open a visual page showing all your companions as cards:

  • Green = Active (following you)
  • Yellow = Idle (dismissed, ready to call)
  • Red = Dead (on respawn cooldown with timer)

Each card has action buttons: Call, Dismiss, Release. The page updates live after every action.


Recruitable NPCs

Over 100 NPC types across 25+ groups can be recruited:

Group Examples
Trork Hunter, Warrior, Brawler, Chieftain, Shaman...
Outlander Hunter, Berserker, Brute, Marauder, Stalker...
Kweebec Razorleaf, Elder, Sapling, Seedling...
Goblin Scrapper, Scavenger, Miner, Duke, Ogre...
Feran Burrower, Civilian, Longtooth, Windwalker...
Skeleton 40 variants (Normal, Burnt, Frost, Sand, Pirate...)
Zombie Normal, Burnt, Frost, Sand, Aberrant...
Dragon Fire, Frost
Golem Crystal (5 types), Firesteel, Guardian...
Wolf Black, White, Outlander, Trork variants...
Bear Grizzly, Polar
+ many more Werewolf, Wraith, Yeti, Scorpion, Spider, Hyena...

NPCs with patrol/dungeon/temple prefixes are also matched automatically.


Death and Cooldown

When a companion dies in combat:
- It is removed from the world
- A configurable cooldown starts (default: 10 minutes)
- After the cooldown, you can call it again at full health


Features

  • Glymera Sword recruitment - Immersive recruitment by hitting wild NPCs with a craftable sword
  • Visual UI - Manage all companions through a clickable page (/gc)
  • 3 combat systems - Defend, self-defense, and offense (companions join your attacks)
  • Follow + teleport - Companions follow you and teleport when too far away (50 blocks)
  • Persistent roster - Companions survive server restarts and player disconnects
  • Transfer system - Give companions to other players
  • Slot system - Configurable total slots and max active companions per player
  • Death cooldown - Prevents instant respawn after companion death
  • Original appearance - Recruited NPCs keep their wild appearance
  • Per-type health - Each companion type has configurable max health
  • Configurable everything - Damage, range, intervals, slots, cooldowns, recruit item

Configuration

File: config.json (created on first start in plugin data directory)

Setting Default Description
maxCompanionsPerPlayer 10 Maximum companions in a player's roster
maxActiveCompanions 3 Maximum companions active at the same time
defaultSlots 5 Starting slots for new players
deathCooldownSeconds 600 Respawn cooldown after companion death (10 min)
followTeleportDistance 50 Distance before companion teleports to owner
followCheckIntervalMs 2000 How often follow/teleport is checked
companionAttackDamage 15.0 Melee damage per companion attack
companionAttackRange 3.0 Attack range in blocks
companionAttackIntervalMs 1500 Time between companion attacks
recruitItem Weapon_Sword_Glymera Item used to recruit NPCs
swordCraftable true Whether the Glymera Sword recipe is available
swordConsumeOnUse false Whether the sword is consumed on each recruitment
companionTypes (see config) Per-type settings: role, health, wild roles

Installation

  1. Place GlymeraCompanion-9.0.0.jar in your server's mods/ folder
  2. Start (or restart) the server
  3. Done!

Good to Know

  • Companions are despawned when you disconnect and respawned when you rejoin (with 2s delay)
  • Companions cannot attack other players - they only target NPCs/mobs
  • Hitting your own companion does nothing (player attacks are ignored)
  • The Glymera Sword does not damage NPCs during recruitment (damage is cancelled)
  • Companions keep their original wild appearance (a Trork Warrior still looks like a Trork Warrior)
  • Admins can adjust slots per player with /gc admin slots <player> <amount>
  • All companion data is stored as JSON files per player in the plugin data directory

Made with care by Glymera for the Hytale community

Changelog

GlymeraCompanion - Changelog

v17.0.0 (2026-08-28) — Hytale 0.6.0 (Update 6)

  • Rebuilt for Hytale 0.6.0 (Update 6). Requires server 0.6.0 or newer; this version does not run on 0.5.x, and older versions of this plugin do not run on 0.6.0.
  • Migrated to the 0.6.0 APIs (network protocol hytale/3, new command-permission API, block/chunk/entity API changes). Everything that was open to players before is open to players again.
  • Upgrade: delete the old jar from mods/, drop in the new one and keep the plugin's data folder — configs and saved data carry over unchanged. Restart the server.

v16.0.0 (2026-07-06)

Fixed

  • The Glymera Sword is now craftable in survival (thanks GeneralWarship for the report!).
    The recipe required a Runic Sword — an item that exists only in the creative menu, with no
    recipe and no loot source, so the Glymera Sword could never be crafted on a survival server.
    New recipe: 1x Iron Sword + 1x Greater Essence of Life at an Arcanebench.
  • Removed leftover debug chat messages. Every melee hit with any item flooded the attacker's
    chat with internal [DBG] lines. These were development leftovers and are gone.
  • Companions no longer duplicate after a server crash. Companion NPCs are now excluded from
    world chunk saving entirely (the plugin manages their lifecycle itself). A background sweep
    also cleans up any duplicated companions created by older versions.
  • Companions respawn automatically when their death cooldown expires. Previously a companion
    that died stayed unavailable until you re-logged; now it reappears at your side by itself.
  • Companions now follow you across worlds. Changing worlds used to strand the companion in
    the old world; it now despawns and re-appears next to you in the new world.
  • Player data is saved crash-safely (write-to-temp-then-rename), so a badly timed server
    crash can no longer corrupt a player's companion roster.

v9.0.0 (2026-04-15)

New Features

  • Glymera Sword Recruitment: Companions are now recruited by hitting wild NPCs with a craftable Glymera Sword (Arcanebench recipe). Replaces the old /gc recruit command for a more immersive experience.
  • Custom Sword Item: New "Weapon_Sword_Glymera" item with custom texture, embedded in the JAR asset pack. Recipe can be disabled in config (swordCraftable: false).
  • Configurable Sword Behavior: swordConsumeOnUse option (default: false) to optionally consume the sword on each recruitment.

Changes

  • Removed /gc recruit command (replaced by sword mechanic)
  • Added recruitItem, swordCraftable, swordConsumeOnUse to config

v8.0.0 (2026-04-12)

New Features

  • Interactive UI Page: /gc now opens a visual companion management page instead of showing text help. Players can call, dismiss, and release companions with clickable buttons.
  • Companion Cards: Each companion is displayed as a card showing name, type, appearance, and status (Active/Idle/Dead with cooldown timer).
  • Live UI Updates: After any action (call/dismiss/release), the page automatically reopens with updated state.

Technical Details

  • Uses InteractiveCustomUIPage<CompanionEventData> with BuilderCodec for event handling
  • Templates: CompanionPage.ui, CompanionCard.ui, BasicTextButton.ui (embedded in JAR)
  • Status-colored labels: green (active), yellow (idle), red (dead/cooldown)
  • Max active check prevents calling when at limit (button shown as disabled)

v7.0.0 (2026-04-06)

New Features

  • Offense System: Companions now join attacks when the owner hits a mob. Previously, companions only reacted defensively (when owner or companion took damage). Now they proactively assist when the player initiates combat.

Technical Details

  • Added CompanionOffenseSystem (ECS EntityEventSystem<EntityStore, Damage>)
  • Checks if Damage source is owner player and target is a non-player entity
  • Sets all active fighting companions' LockedTarget to the attacked mob
  • Uses same combatUntil timeout logic as existing DefendSystem (10s default)
  • Registered alongside existing DefendSystem and SelfDefenseSystem in setup()

All 3 Combat Systems

  1. CompanionDefendSystem - Owner takes damage → companions attack the attacker
  2. CompanionSelfDefenseSystem - Companion takes damage → fights back
  3. CompanionOffenseSystem (new) - Owner attacks mob → companions join the fight

v6.0.0 (2026-03-30)

  • Previous release (defensive-only combat)
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