Configuration
Use /zephyrsettings in-game to adjust most settings live through the admin UI. Changes take effect immediately and are saved automatically.
Configuration files are also stored in mods/Zephyr/ if you prefer to edit the file directly (requires server restart).
Dodge / Dash Settings
Controls the directional dash mechanic, including distance, animation, and trigger modes.
| Option | Default | Description |
|---|---|---|
dodgeCooldownMs | 500 | cooldown between dodges in milliseconds |
iFrameDurationMs | 200 | invincibility frame duration in milliseconds |
staminaCost | 1.0 | stamina drained per dodge |
usePercentageStamina | false | use percentage-based stamina cost instead of flat |
staminaLossPercentage | 10.0 | percentage of max stamina drained per dodge (when enabled) |
allowAirDash | true | allow a single dash while airborne |
infiniteAirDash | false | allow unlimited air dashes |
roll | false | enable roll animation style |
twirl | false | enable twirl animation style |
flip | false | enable flip animation style |
useVelocity | false | use velocity to dash instead of distance |
disableCreativeDash | false | disable dashing in Creative mode |
horizontalVelocity | 20.0 | base dash velocity |
verticalVelocity | 0.1 | small vertical lift during the dash |
perfectDodgeWindowMs | 50 | window from dodge start where taking a hit triggers counterattack readiness |
counterattackWindowMs | 750 | how long the counterattack damage boost lasts after a perfect dodge |
counterattackDamageMultiplier | 1.25 | damage multiplier applied during the counterattack window |
enableCounterReticle | true | show the reticle indicator during the counterattack window |
dodgePreset | 2 | dodge distance preset (controls base dash distance) |
Double Jump Settings
Controls the mid-air jump mechanic, including boost strength and jump limits.
| Option | Default | Description |
|---|---|---|
horizontalBoost | 10.0 | horizontal force in the look direction |
verticalBoost | 15.0 | upward force applied on double jump |
cooldownMs | 150 | cooldown between jumps in milliseconds |
staminaCost | 1.5 | stamina drained per double jump |
usePercentageStamina | false | use percentage-based stamina cost instead of flat |
staminaLossPercentage | 10.0 | percentage of max stamina drained per double jump (when enabled) |
infiniteDoubleJump | false | allow unlimited mid-air jumps |
maxJumps | 1 | maximum extra jumps before landing |
Wall Jump Settings
Controls wall detection, clinging, and jump behavior.
| Option | Default | Description |
|---|---|---|
horizontalForce | 10.0 | horizontal force applied when jumping off a wall |
verticalForce | 10.0 | vertical force applied when jumping off a wall |
cooldownMs | 10 | cooldown between wall jumps in milliseconds |
staminaCost | 1.0 | stamina drained per wall jump |
usePercentageStamina | false | use percentage-based stamina cost instead of flat |
staminaLossPercentage | 10.0 | percentage of max stamina drained per wall jump (when enabled) |
momentumMultiplier | 0.8 | multiplier for carried momentum on wall jump |
maxBounceSpeed | 30.0 | maximum speed achievable from wall jumps |
lookDirThreshold | 0.5 | how closely you need to face the wall to trigger |
signatureEnergyGain | 10.0 | signature energy gained per wall jump |
maxWallJumps | 10 | maximum consecutive wall jumps before landing |
Grappling Hook Settings
Controls the pull-to-point mechanic.
| Option | Default | Description |
|---|---|---|
tugDelayMs | 150 | delay before the tug begins in milliseconds |
tugForce | 17.5 | force applied during the tug toward the grapple point |
tugUpBoost | 5.0 | upward boost applied during the tug |
grappleCooldownMs | 2500 | cooldown between grapple uses in milliseconds |
grappleStaminaCost | 0.0 | stamina drained per grapple use |
momentumCarryDurationMs | 500 | how long momentum is carried after grapple release |
lateralTugForce | 7.5 | sideways force when tugging at an angle |
pullStrength | 35.0 | strength of the pull toward the grapple point |
minPullStrengthY | 15.0 | minimum upward pull force |
useSignatureEnergy | false | require signature energy to grapple |
maxSwingDurationMs | 900 | maximum duration of a grapple swing |
allowInfiniteRotations | false | allow unlimited swing rotations |
allowBreakingGrapple | true | allow cancelling grapple mid-swing |
projectileSpeed | 30.0 | speed of the grapple projectile |
grappleConsumesKunai | false | consume a kunai item on grapple use |
swingSpeed | 17.5 | speed of the swing around the grapple point |
projectileTimeoutMs | 400 | time before the grapple projectile expires in milliseconds |
Zipline Settings
Controls zipline placement and traversal.
| Option | Default | Description |
|---|---|---|
rideSpeed | 10.0 | travel speed along the zipline |
dismountHorizontalForce | 10.5 | horizontal force when dismounting mid-ride |
dismountVerticalBoost | 10.5 | vertical boost when dismounting mid-ride |
activationRadius | 2.0 | distance from anchor to mount the zipline |
midRopeActivationRadius | 1.5 | distance from rope to mount mid-zipline |
maxZiplineLength | 50.0 | maximum distance between anchor points |
maxRideUses | 10 | maximum rides per airborne period before dismounting is forced |
Vanish Settings
Controls the stealth mechanic that hides the player from other players.
| Option | Default | Description |
|---|---|---|
vanishDurationMs | 1500 | how long the player stays invisible in milliseconds |
cooldownMs | 2500 | cooldown after vanish ends before it can be used again |
staminaCost | 2.0 | stamina drained per vanish |
usePercentageStamina | false | use percentage-based stamina cost instead of flat |
staminaLossPercentage | 25.0 | percentage of max stamina drained per vanish (when enabled) |
fullInvisibility | false | use full player hiding instead of particle effect |
endVanishOnAttack | true | end vanish early when the player attacks (refunds 50% stamina) |
Kunai Signature Settings
Controls the kunai barrage signature ability on the Ninja Kunai.
| Option | Default | Description |
|---|---|---|
kunaiCount | 6 | number of kunai props spawned in orbit |
launchSpeed | 70.0 | speed of homing kunai projectiles |
damagePerKunai | 4.0 | damage dealt per kunai projectile on hit |
maxHoverDurationMs | 5000 | how long kunai orbit before auto-expiring |
Kunai Teleport Settings
Controls the kunai teleport ability on the Ninja Kunai.
| Option | Default | Description |
|---|---|---|
throwStaminaCost | 2.5 | stamina drained when throwing the teleport kunai |
teleportStaminaCost | 2.5 | stamina drained when teleporting to the kunai |
maxRange | 50.0 | maximum distance the teleport kunai can travel |
timeoutMs | 10000 | time before the thrown kunai expires in milliseconds |
cooldownMs | 3000 | cooldown between teleport uses in milliseconds |
Glider Settings
Controls the glider utility item.
| Option | Default | Description |
|---|---|---|
consumeStamina | true | consume stamina while gliding |
usePercentageStamina | false | use percentage-based stamina cost instead of flat |
staminaCostPerTick | 0.025 | stamina drained per tick while gliding |
staminaPercentagePerTick | 0.25 | percentage of max stamina drained per tick (when enabled) |
glideMaxSpeedX | 20.0 | maximum horizontal speed while gliding |
diveSpeedXGain | 0.25 | horizontal speed gained per tick while diving |
knockbackBombBoostStrength | 30.0 | speed boost applied to the glider when a knockback bomb is consumed mid-glide |
Updraft Settings
Controls the wind columns produced by Zephyr Stones.
| Option | Default | Description |
|---|---|---|
columnHeight | 30 | height of the updraft column in blocks above the stone |
windForce | 2.0 | upward velocity applied per tick to non-gliding entities inside the column |
gliderLiftStrength | 15.0 | extra lift added to gliders while inside the column |
gliderSpeedBoost | 0.1 | forward speed gained per tick while gliding inside the column (capped at the glider's max speed) |
Velocity Damage Settings
Controls the speed-based damage system.
| Option | Default | Description |
|---|---|---|
enabled | true | enable velocity-based damage |
enableMomentumForAllAttacks | false | apply momentum bonus to all attacks, not just karambit basics |
minSpeedThreshold | 6.5 | minimum speed required to deal velocity damage |
maxSpeedForBonus | 25.0 | speed at which damage bonus caps out |
minDamageMultiplier | 2.0 | damage multiplier at minimum speed threshold |
maxDamageMultiplier | 5.0 | damage multiplier at maximum speed |
verticalSpeedScale | 0.75 | how much vertical speed contributes to damage calculation |
General Movement
Controls cross-mechanic movement interactions.
| Option | Default | Description |
|---|---|---|
airDashAfterDoubleJump | true | allow air dashing after a double jump |
doubleJumpAfterAirDash | true | allow double jumping after an air dash |
Ability Injection
Controls which items receive Zephyr interactions and on which ability slots. The injection system scans all items at load time and assigns interactions based on this configuration.
| Option | Default | Description |
|---|---|---|
enabled | false | enable the ability injection system |
overwriteExistingAbilities | true | overwrite native abilities on configured slots |
Per-Item Configuration
Each item entry supports the following:
| Option | Description |
|---|---|
enabled | enable or disable injection for this item |
Slot keys (Sprint, Secondary, Ability1, Ability2, Ability3) | assign an interaction alias to a slot |
Interaction Aliases
Use these aliases when assigning interactions to item slots:
| Alias | Interaction |
|---|---|
dodge | Dodge / Dash |
dodge1 | Dodge variant 1 |
dodge3 | Dodge variant 3 |
grapple | Grappling Hook |
double_jump | Double Jump |
wall_jump | Wall Jump |
zipline | Zipline |
vanish | Vanish |
dodge_vanish | Dodge + Vanish combo |
guard_bash_wall_jump | Guard Bash + Wall Jump |
Example
{
"enabled": true,
"overwriteExistingAbilities": true,
"items": {
"Weapon_Sword_Iron": {
"enabled": true,
"Sprint": "dodge",
"Ability3": "double_jump"
}
}
}
This example injects a dodge on the Sprint key and a double jump on Ability3 for the iron sword.
Ability slot assignments and overwriteExistingAbilities are applied at item load time. Changing these requires a server restart to take effect.
Weapon Override Settings
Per-weapon overrides for Zephyr behavior, stored in weapon_override_settings.json. Each entry is keyed by item id and only needs to set the fields you want to override; anything omitted falls back to the global config.
| Option | Description |
|---|---|
dodgeAnimationStyle | force a specific dodge animation for this weapon: roll, twirl, flip, or dash |
Example
{
"Weapon_Shield_CaptainAmerica_Starky": {
"dodgeAnimationStyle": "roll"
}
}