tModLoader

tModLoader

Parry and Deflection
69 Comments
<i><u>  [author] Jan 27, 2024 @ 6:05pm 
I'm not sure why it does that.
Moki Jan 27, 2024 @ 6:00pm 
I don't know if you saw, but I mentioned that the mod that screwed up with this one was Thorium. Do you have a suspect as to why?
<i><u>  [author] Jan 27, 2024 @ 5:37pm 
Well, I've published that change as well as another small bugfix, but so far for parrying projectiles I'm not really experienced enough to learn what Mirsario was teaching. I'll probably try again sometime later on, but it's a pretty different kind of thing and a new library to learn.
Moki Jan 27, 2024 @ 4:56pm 
Good idea, but personally, I'd keep enabled it because it's funny to just straight-up parry the Devouer of Gods and screw his body up.
<i><u>  [author] Jan 27, 2024 @ 4:14pm 
Also, if the bosses just seem to get too messed up, I can add a config to prevent giving knockback to bosses/parts of bosses on successful parry.
<i><u>  [author] Jan 27, 2024 @ 4:12pm 
I just read it, and I hardly get it. But I think I maybe got their idea, where depending on the speed, I should check the position further or closer.
<i><u>  [author] Jan 27, 2024 @ 4:05pm 
Sure, it's youtookmynameyoumenace
Moki Jan 27, 2024 @ 4:04pm 
Actually, what's your discord name? I can just ping you with a reply lel
<i><u>  [author] Jan 27, 2024 @ 4:03pm 
I think I'm already in it. I'll try and search for that info, but if you could give me the keywords that you searched for in the server that would be great.
Moki Jan 27, 2024 @ 4:00pm 
May I invite you to the Terraria Overhaul Discord? The dev Mirsario gave info about how to possible parry projectiles, but I know nothing, so I believe it's best if you ask questions and look at the info yourself.
<i><u>  [author] Jan 27, 2024 @ 9:35am 
I've released another update that might have fixed the shield always visible problem. Let me know if it helps.
Mak Jan 26, 2024 @ 11:35pm 
Yea I'm just giving my feedbacks, don't feel pressured to implement them, it's up to u, good luck
Mak Jan 26, 2024 @ 11:32pm 
terraria's only defensive option is basically moving away from attacks, parry should serves like an extra defensive option instead of only able to run around to dodge attacks, I figured out instant parry availability after a successfull parry will be too op, mainly because parry is the ultimate counter of collision damage system.
Mak Jan 26, 2024 @ 11:26pm 
Since parry is naturally op due to terraria's collision damage, i think maybe always have a 0.5s cooldown before another parry will kinda balance it out
Mak Jan 26, 2024 @ 11:21pm 
i restarted the game and force reloaded mods but the shield is still visible all the time
Mak Jan 26, 2024 @ 11:19pm 
oh there's actually an autofire option, not sure if it is built in or mod tho
<i><u>  [author] Jan 26, 2024 @ 11:17pm 
Alright, I'll keep that in mind and implement it when I can.
Mak Jan 26, 2024 @ 11:15pm 
If u want to slow movement on pressed for balancing, it should be reduced momentum/speed instead of a full stop.
<i><u>  [author] Jan 26, 2024 @ 11:12pm 
Okay, if the shield is showing all the time then there's certainly a bug that's only occurring on your machine right now. If you haven't already, try enabling only this mod.
<i><u>  [author] Jan 26, 2024 @ 11:11pm 
Also, I think there's a setting that comes built-in for tmod and terraria that lets you autoswing. It's at the bottom right of the pause menu.
Mak Jan 26, 2024 @ 11:10pm 
show shield on makes shield visible all the time
<i><u>  [author] Jan 26, 2024 @ 11:10pm 
It might be, maybe try enabling only this mod any seeing what happens.
<i><u>  [author] Jan 26, 2024 @ 11:09pm 
Yeah, the hitbox isn't there anymore, but it should come back to normal when you let and go re-press. This one is a bug that occurs on mine too.
Mak Jan 26, 2024 @ 11:09pm 
I dont think the bug is caused by other mods but maybe it's omniswing which lets u auto swing by holding attack
<i><u>  [author] Jan 26, 2024 @ 11:08pm 
What I meant is that with show shield on, it should normally show when parrying and not show anytime else.
Mak Jan 26, 2024 @ 11:07pm 
not only the weapon turns invisible, it actually disappear because the hitbox is gone too
Mak Jan 26, 2024 @ 11:06pm 
"Oh, so the shield remains in view even when the parry time is up? Well, seems like the bug is still present, because for me it doesn't seem to ever do that. What other mods or notable settings do you have?"
I think u misunderstood, with the show shield option turned off the shield is invisible all of the time, and sometimes it makes your weapon invisible for a few seconds
Mak Jan 26, 2024 @ 11:04pm 
having shield out the entire time is ugly, and doesn't clearly indicates wether parry is successful or not, but having shield invisible all the time means no obvious indicator and no feedback
<i><u>  [author] Jan 26, 2024 @ 11:02pm 
For me, the invisible weapon bug tends to only occur when you hold attack while parrying.
<i><u>  [author] Jan 26, 2024 @ 11:01pm 
Oh, so the shield remains in view even when the parry time is up? Well, seems like the bug is still present, because for me it doesn't seem to ever do that. What other mods or notable settings do you have?
Mak Jan 26, 2024 @ 11:01pm 
Another bug is with show shield option off, sometimes your weapon also becomes invisible for a few seconds
Mak Jan 26, 2024 @ 10:59pm 
there's a misunderstanding, the shield should be invisible unless parry is activated, let's say the parry frames are 60, then it should show shield for 60 frames, and back to invisible/deleted after
<i><u>  [author] Jan 26, 2024 @ 10:48pm 
About the first point, what I was trying to go for is that you must wait for the enemy to lunge at you before you parry, instead of running toward it quickly and parrying then.

For the second one, sorry that it was confusing, but I just meant that you can indeed parry/do stuff in general immediately after a successfully landed parry.
Mak Jan 26, 2024 @ 10:41pm 
"Also, the mod already lets the player become fully actionable and allows initiating another parry immediately after parry success. Consecutive parries tend not to happen though."
id really understand what u mean these 2 statements seem contradicting?
Mak Jan 26, 2024 @ 10:39pm 
The very nature of terraria combat makes parry OP, even in previous version u can just run toward the enemies and parry because of collision damage, stopping the momentum doesn't seems like a well designed punishment except ruining the combat flow for me.
Moki Jan 26, 2024 @ 8:00pm 
Sadly, no. I think it may just be me and how many mods I have, but it unfortunately doesn't work with all the mods. It ends up always disabling Thorium
<i><u>  [author] Jan 26, 2024 @ 6:32pm 
Yeah to be honest this thing even breaks some vanilla gameplay. I should really get to fixing queen bee.

Besides that, the bug might be fixed, as I've undone a change I did quietly recently. I've also added a config to hide the shield sprite and a config to stop the player from being slowed on parry attempt. However, this sort of ruins the balancing further and promotes a playstyle of running straight into an enemy and pressing parry. Also, the mod already lets the player become fully actionable and allows initiating another parry immediately after parry success. Consecutive parries tend not to happen though. Sadly, there's not really a way for me to change frames to seconds.
Moki Jan 26, 2024 @ 6:21pm 
Eh, I can't really use it at the moment because it breaks a bunch of other content mods I have installed. I'll prolly have to test it on a new blank world with only overhaul n stuff.
<i><u>  [author] Jan 26, 2024 @ 5:40pm 
Ok got it. So starting with the bug about the collision and auto parry and other messed up things, I recently updated it with a somewhat bigger change to how it all works, and I think what I can first try is undoing that to how it was previously. Let me know if you've played this before Jan 24 and it used to work.
Mak Jan 26, 2024 @ 9:32am 
Setting the stuck frames high also means u can't parry again if there are quick follow up attacks from enemies, and u will be immobilize for a long time leaving u completely vulnerable, while setting it low lets u spam parry
Mak Jan 26, 2024 @ 9:24am 
Please remove the shield when parry button isn't pressed, it's big and ugly, and shield auto block is too op(this is a bug im invincible and have the parry buff when colliding with enemies without doing anything, except parry in the wrong direction and collide will register, very messed up).
Also, if parry is success, it should give player immediate ability to parry again, else there should be waiting time before another parry. The corresponding stuck frames option completely stops the player momentum, it's terrible so I would like to set it as low as possible, but a low value arise a big problem, u can just spam parry and become a god, which sucks.
Another thing is if possible, change the frames to seconds since everyone has different fps and it varies every second.
Moki Jan 5, 2024 @ 12:11pm 
Eh, I do think that is a bit much. It functions alright as-is, I believe.
<i><u>  [author] Jan 4, 2024 @ 7:01pm 
That's a really good point. I didn't think about how these different systems have certain positives and negatives to them. It kinda reminds of how the deflect/avoid/dodge system works in Sifu, where deflect is the safer and more offensive than avoid but hurts your posture, avoid requires more memorization (for up/down avoid) but heals your posture, and dodge is safe for the lack of memorization but doesn't have any offensive or defensive upsides besides not getting hit. I think it would be cool to somehow combine Parry and Defend (and a small simple dodge if that's possible?) in yet another mod, where each of their downsides remains prominent (and possibly more prominent than before in case it feels broken good), but I don't want to beat a dead horse.
Moki Jan 4, 2024 @ 2:01pm 
I realise the possible correlation between Defend and the parry. The parry is useful for outright damage removal against colliding enemies, but proves futile against projectiles, where defend comes into play. Sure, you're at the risk of still taking damage and losing mana, but you can actually defend against projectiles. In the case of debuff-inducing projectiles, the best option is to use Overhaul (aka, a mod that Defend needs)'s Dodge Roll to completely avoid it! But you can't exactly spam-dodge, because it has a limit.
<i><u>  [author] Jan 3, 2024 @ 7:52pm 
Ok the custom debuff is finally mostly working, and I've also it and 2 sound presets and the animation.
Moki Jan 3, 2024 @ 6:55pm 
Oh, a shame...
<i><u>  [author] Jan 3, 2024 @ 6:52pm 
Well I can't seem to get a way to parry projectiles, because the projectile size can vary, so removing the projectile right before is very inconsistent. But also if I rely on what I did for Defend, where I just add the health back in for a hit, there isn't a way to differentiate between a hit from a projectile and a hit from an npc, nor is it able to tell which side it came from.
ike2taylor Jan 3, 2024 @ 5:03pm 
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Moki Jan 3, 2024 @ 3:19pm 
Alrighty, coolio! I'm excited! I think I'll keep defend going, because although I think I generally prefer how the Parry works, I appreciate the mana regenerator's speed.
<i><u>  [author] Jan 3, 2024 @ 3:14pm 
I think I know what I'd have to do, so I'll get to that after I finish the animation thing.